Rifleman specialist-new lonewolf kit?

Post your feedback on the current Project Reality release (including SinglePlayer).
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: Rifleman specialist-new lonewolf kit?

Post by =]H[= JakCurse »

Bufl4x wrote:You are missing the point. People (including myself) take specialist kit on insurgency maps simply because thats about the only kit that can't be used against blufor if taken by the enemy. Also it's the best counter to those AKs in close quarters.

Insurgency became a suicide mission mode for blufor lately, where you just rush the cache with a squad or two knowing you will die in the process but will most likely get that cache too. Once you realize this you'll try to take the least valuable unscoped kits, since they will end up in enemy hands anyway.


Secondary Rifleman kit. The absolute best kit for not caring about the enemy getting it. Most will be expecting a specialist or a scoped rifleman from your body, and if you believe that aimpoints are any less valuable than an ACOG, then yes, it's a lot less valuable. I love using it regardless, but at the same time It's totally guilt-free because nobody else will want it.
notmyingamename
Posts: 89
Joined: 2010-03-19 05:59

Re: Rifleman specialist-new lonewolf kit?

Post by notmyingamename »

ralfidude wrote:oh quit yer crying kids.

All PR kits that are requestable are in the special class section, and the rifleman specialist is a special class. Its about damn time.

Anybody that goes out lonewolfing for caches takes that kit cuz its got everything you need. And cqb with a semi automatic shotgun... come on... that thing is a beast!

GJ devs!
yeah, then a bunch of "special" players start running at armor throwing hooks in the air, scaring off the other 26players with their semi-auto shotgun artillery. every game. specialist is way op, you're right ralph
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Rifleman specialist-new lonewolf kit?

Post by K4on »

Lange wrote:ill share a few points, starting with insurgency which is where i've noticed a lot of this.

The other day on Lashkar Valley, I was leading a squad on Taliban and we was defending a cache in the caves and it was know for several minutes to that point, and all of a sudden when we had no contact or engagements to this point, cache blows up and we like what the, and what do you know a few guys in my squad spot a guy with a specialist kit. They take some shots at him however he manages to get away. They main problem is is this single dude with a specialist kit manages to just sneak in undetected, blow the cache and get away like it was all good. Aren't caches supposed to take a team effort? I've also heard of others playing as insurgents notice the same thing with single specialist guys sneaking in and getting caches. Quite annoying really because it goes against what the games main goal is, teamwork.
i would say u haven't managed to defend all possible ways to the cache. it was ur mistake.
u don't need to kill thousands of insurgentsfirst to get a cache.

next time, u should control ur sectors more carefully ;)
cipher
Posts: 167
Joined: 2009-04-17 14:50

Re: Rifleman specialist-new lonewolf kit?

Post by cipher »

Lange wrote:Quite annoying really because it goes against what the games main goal is, teamwork.
A lot of people feel this way. I say they should change the name of the game to Project Teamwork next patch.

Wait, that would be weak and no new players would come. Hmmmn....

Let Project Reality mimic reality. People use teamwork because it's effective, not cause they get the fuzzies inside. For all you know the guy's squad leader was observing the whole thing from a couple hundred yards away, telling him when the coast was clear. Even if that's not the case, you basically got dominated by a single guy, so your coordination was probably awful. That's the biggest obstacle to squad-play in this game: hardly anyone knows how to do it. If you start complaining and throwing around words like ninja, they're gonna go taking away the specialist's grenades and incendiaries; turn him into a commy rope-carrier.

I can see it now, a M4, 1.5 magazines, and masta's grappling hook. :lol:
RealKail
Posts: 93
Joined: 2010-02-15 05:25

Re: Rifleman specialist-new lonewolf kit?

Post by RealKail »

Personally I don't understand why this kit even exists in this mod. From what I gather, the units here are supposed to be regular joe soldiers. Never did I meet another regular soldier with a grappling hook. That really goes more hand-in-hand with special forces operations, which this guy totally pulled over on the OP's team. Kudos to him.

That's not to say I want it removed, I love the specialist kit to no end. However if it's going to stay in like this, why not do something different to it?

Even though this mod is centered more around the common soldier, why not make this into somewhat of a spec-op kit, but have it extremely limited to say 4 or less per team, and maybe only available on certain maps. I know I know, just what we need, another kit for the noobs to fight over. Still, it could have its uses.

Equipment:
M4A1 (some kind of tricked out version using the SOPMOD gear here, and maybe a suppressor)
Mossberg 590
2 x Frag Grenades
2 x Smoke OR Incendiary Grenades
2 x Field Dressing
Grappling Hook
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Rifleman specialist-new lonewolf kit?

Post by dtacs »

The grapple hook was introduced as a way to combat the fact that you can't climb over objects in the BF2 engine. While unrealistic, it serves its purpose of not limiting the fighting to the ground. It also adds more teamwork and an extra way to fight (don't underestimate rooftop rape squads)

A spec ops kit was in PR a long time ago, and there is no way in hell that it will ever return. PR represents the frontline soldier, and thats the way it should be.
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Rifleman specialist-new lonewolf kit?

Post by Bellator »

I think its an exaggeration to say that the specialist is overused or unfairly effective. It does sort of make the ironsights/red dot rifleman useless, but otherwise its fine. Only noobs use the shotgun. Only in very limited circuimstances the shotgun is better than an assault rifle.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Rifleman specialist-new lonewolf kit?

Post by Brainlaag »

Bellator wrote:I think its an exaggeration to say that the specialist is overused or unfairly effective. It does sort of make the ironsights/red dot rifleman useless, but otherwise its fine. Only noobs use the shotgun. Only in very limited circuimstances the shotgun is better than an assault rifle.
Well I disagree :neutral: , used correctly (like very other weapon) is the shotgun gun superior to all weapons in distances up to 70m.
This is not a concept , but a fact.
JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: Rifleman specialist-new lonewolf kit?

Post by JohnnyTheIED »

scope, auto shotgun, grapple, nades and thermite... Yep definitely over equiped.

I say remove one of the above. Atleast.

The only difference with the old Spec Ops kit is the full auto and c4. And with a semi auto shotty on buckshot, you can basicly remove the full auto advantage.

So basicly its a Spec Ops kit without c4. Id say remove the thermite on the specialists. Can only be good for teamwork.
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ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Rifleman specialist-new lonewolf kit?

Post by ankyle62 »

JohnnyTheIED wrote:scope, auto shotgun, grapple, nades and thermite... Yep definitely over equiped.

I say remove one of the above. Atleast.

The only difference with the old Spec Ops kit is the full auto and c4. And with a semi auto shotty on buckshot, you can basicly remove the full auto advantage.

So basicly its a Spec Ops kit without c4. Id say remove the thermite on the specialists. Can only be good for teamwork.
removing nades would make sense. I like using it when I dont have a squad because I can ninja my way through a city with the hook.
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Rifleman specialist-new lonewolf kit?

Post by ma21212 »

Phatcap wrote:Well I disagree :neutral: , used correctly (like very other weapon) is the shotgun gun superior to all weapons in distances up to 70m.
This is not a concept , but a fact.
70m is a bit far man. I admit the shotgun is good but 70m is WAY too far.

and srsly...stop trolling the spec. kit its my favorate damn kit......
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