Sniper Kit Discussion - Removal?

General discussion of the Project Reality: BF2 modification.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Remove sniper kit

Post by killonsight95 »

i do aggree that it is useful msot of the time, but of those most of the time time's and officer kit would have sufficed to spot the target for CAS/other squads/armor.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Remove sniper kit

Post by Rudd »

remove HAt too, I've seen 2 man locked squads with that too, or the logistics vehicles - locked squads doing supplies I mean jeeeez.

better remove the marksman kit too, too many people treat them like sniper kits

you know what, 2 man locked squads are seen with tanks and APCs also

any kit ingame can be used badly, if a player doesn't want to work with the team, he wont - no matter the kit/vehicle. That is a player issue and should be taken up with the server admisitrators, also alot of work has already gone on sniper rifles, I'd hate to see that go to waste.

we can't mod players
Last edited by Rudd on 2010-07-08 19:14, edited 1 time in total.
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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Remove sniper kit

Post by alberto_di_gio »

"Sniper" concept is historical and its place in whatever type army is essential. On realistic wise you can't ignore its presence. And although it is not used %100 effectively it does have its place.

Plus: A spotter kit without a sniper rifle will be totally useless.
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Sgt.BountyOrig
Posts: 656
Joined: 2009-02-22 18:12

Re: Remove sniper kit

Post by Sgt.BountyOrig »

...There are snipers in real life you know
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Remove sniper kit

Post by Tim270 »

I dont really see the point in the removing it, rather add a spotter class/fac/fo (already suggested obviously) with riflemans loadout + GTLD.
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Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: Remove sniper kit

Post by Brummy »

[R-CON]Rudd wrote:remove HAt too, I've seen 2 man locked squads with that too, or the logistics vehicles - locked squads doing supplies I mean jeeeez.

better remove the marksman kit too, too many people treat them like sniper kits

you know what, 2 man locked squads are seen with tanks and APCs also

any kit ingame can be used badly, if a player doesn't want to work with the team, he wont - no matter the kit/vehicle. That is a player issue and should be taken up with the server admisitrators, also alot of work has already gone on sniper rifles, I'd hate to see that go to waste.

we can't mod players
The point is not the 2 man squad, rather the utter uselessness of this kit. The average sniper shoots 2-3 peeps and then gets wiped by an infantry squad. HATs and marksmen are not close to being such a problem as the sniper kit. Admins can't do anything because for what are you going to kick them for; sucking?

Yes a lot of work has gone on sniper rifles, but it just is useless and a waste in the gameplay of PR today.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Remove sniper kit

Post by Rudd »

Yes a lot of work has gone on sniper rifles, but it just is useless and a waste in the gameplay of PR today.
thats an exaggeration imo, though perhaps reducing the sniper kit to 1 per team would be a nice change.
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Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: Remove sniper kit

Post by Brummy »

What can a sniper achieve that other kits or assets cannot do in PR?
Sgt.BountyOrig
Posts: 656
Joined: 2009-02-22 18:12

Re: Remove sniper kit

Post by Sgt.BountyOrig »

Shots above 2000M without a tracer nor drop?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Remove sniper kit

Post by Rudd »

it can shoot with pinpoint accuracy at long range and it has a GLTD, whereas an officer would only be able to do the GLTD part and if the officer has a squad of around 6, then he needs to be with them, not sitting on a hill lazing, hence the sniper kit has a niche role.

people not using it properly, or lonewolfing or whatever is a player issue.
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Remove sniper kit

Post by snooggums »

Brummy wrote:What can a sniper achieve that other kits or assets cannot do in PR?
Shoot at long range (600+m) with a rifle and also lase targets.

The kit can be useful and fill its intended role to be a spotter first and killer second, despite the players, so no need to remove it completely.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Remove sniper kit

Post by alberto_di_gio »

if you ask me Rifleman AP is much more useless than snipers. They are only used in INS maps and they are killing 10 times more friendlies then enemies.
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Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: Remove sniper kit

Post by Brummy »

I find that lazing for CAS can simply be done by a 2 man team with an officer kit.

Anyway, yes killing at long ranges does belong to the functions of a sniper, however this is so ineffective in-game unless you have a really good sniper team which rarely happens; and I do mean very very rare.

We can't mod players, but we can take away their stupid annoying toys that they like to abuse. :p
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Remove sniper kit

Post by Psyrus »

snooggums wrote:Shoot at long range (600+m) with a rifle and also lase targets.

The kit can be useful and fill its intended role to be a spotter first and killer second, despite the players, so no need to remove it completely.
Shoot at long range 600m+? SAW kits... I need only point you to this thread for snipers to confirm that.
https://www.realitymod.com/forum/f255-v ... ndent.html

Lase targets: Anyone in a 2 man squad with an officer kit.

Yet to see anything that can't be fulfilled with a regular kit.

I'm yet to fathom why the special forces kit was removed from the game and the sniper wasn't dropped at the same time. They're both specialist roles and the SF reasons for dropping were just as easily applied to the sniper kit. Definitely remove them imo.
Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: Remove sniper kit

Post by Stoic Sentinel »

/wrong thread, dammit, sorry.
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karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: Remove sniper kit

Post by karambaitos »

alberto_di_gio wrote:if you ask me Rifleman AP is much more useless than snipers. They are only used in INS maps and they are killing 10 times more friendlies then enemies.
what he said and back on topic

snipers are mostly useless because idiots take them and the wany to do quick scoping, but when you get a good sniper every blue moon you still don't see them nor do you hear them, but they will hold a enemy advance just long enough to let friendlies get to a defensive position, a sniper can also throws a squad into chaos people start running around like blind mice end then completely wipe it out (of course this rarely happens).

I don't think the sniper kit should be removed, but i think it should be treated more as an asset and people should get kicked for not knowing how to use it, just like with choppers and any other vehicle.
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Remove sniper kit

Post by boilerrat »

The sniper is quite useless yes, SAWs are more dangerous than that kit honestly.

Everyone can see as far as the sniper, it is ridiculously hard to find a place where you are useful as a sniper.
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Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Remove sniper kit

Post by Smegburt_funkledink »

Brummy wrote:We can't mod players, but we can take away their stupid annoying toys that they like to abuse. :p
Most kits in game have toys that players like to 'abuse'.

I rarely ever use the sniper kit in PR but I'd hate to see it go. I actually enjoy the gameplay when our squad comes under sniper fire.

It's mostly the PR veterans that dislike snipers in game presumably due to the lack of teamwork based tactics employed by many players using the kit. However, it's those same vets' that really shine when they display how the kit should be properly used even without the radio that SL's have.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
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-.-Maverick-.-
Posts: 361
Joined: 2009-06-07 17:14

Re: Remove sniper kit

Post by -.-Maverick-.- »

Brummy wrote:What can a sniper achieve that other kits or assets cannot do in PR?
Kill a whole infantry squad and cripple the enemy's reinforcements, lower their morale, take down an AA gunner just before the cobra comes in, soften the targets before the inf move in, kill a HAT guy thats about to f up your tank... The list goes on and on and on...

I don't want it removed but it should be harder to use, longer deploy time, bigger bullet drop if possible, something that makes sniping, actual shooting not just staying alive and hidden but actual shooting hard. That would probably take care of the "bad" snipers.
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Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: Remove sniper kit

Post by Brummy »

-.-Maverick-.- wrote:Kill a whole infantry squad and cripple the enemy's reinforcements, lower their morale, take down an AA gunner just before the cobra comes in, soften the targets before the inf move in, kill a HAT guy thats about to f up your tank... The list goes on and on and on...
Those things can easily be achieved with regular infantry.
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