New Specialist Kit Layout and New C4 Charges Feedback
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007.SirBond
- Posts: 276
- Joined: 2012-12-12 05:03
New Specialist Kit Layout and New C4 Charges Feedback
Now with the removal of incendiary grenades. The specialist and combat engineer kit are even more important than ever to remove constructed assets, supple crates and enemy FOBs/Hideouts.
When a squad comes upon a enemy FOB, if there are assets built. The specialist only has 2 timed C4 sticks to destroy the FOB, crates, and assets. I feel like there needs to be more C4 sticks.
1 C4 stick will be used to destroy the FOB, then another is used to destroy either the crate, AT, AA, HMG, Foxhole, Razorwire, Logi, or other vehicles. I am aware that the specialist can get resupplied by a friendly rifleman with a ammo, but regardless, there are still too many objects that need to be destroyed.
Only 2 C4 sticks are not enough to deal with all these enemy objects, espically when the enemy has a well constructed fob with a ton of assets. There's usually a logi as well laying around, and maybe a transport vehicle or two.
For example, if I choose to destroy the fob with a c4 stick, then a supple crate, there is still another supple crate remaining and I will be out of c4 sticks.
Also the removal of remote detonated C4 satchel is disappointing, proper planting and detonation of this large C4 was a extremely satisfying experience. For example, I would like to be able to use a small C4 stick to destroy the enemy FOB and after plant the larger C4 satchel with remote detonation. Just hide and wait for the enemy to return to the FOB and for them to start shoveling. Ka-Boom, Ambush!
When a squad comes upon a enemy FOB, if there are assets built. The specialist only has 2 timed C4 sticks to destroy the FOB, crates, and assets. I feel like there needs to be more C4 sticks.
1 C4 stick will be used to destroy the FOB, then another is used to destroy either the crate, AT, AA, HMG, Foxhole, Razorwire, Logi, or other vehicles. I am aware that the specialist can get resupplied by a friendly rifleman with a ammo, but regardless, there are still too many objects that need to be destroyed.
Only 2 C4 sticks are not enough to deal with all these enemy objects, espically when the enemy has a well constructed fob with a ton of assets. There's usually a logi as well laying around, and maybe a transport vehicle or two.
For example, if I choose to destroy the fob with a c4 stick, then a supple crate, there is still another supple crate remaining and I will be out of c4 sticks.
Also the removal of remote detonated C4 satchel is disappointing, proper planting and detonation of this large C4 was a extremely satisfying experience. For example, I would like to be able to use a small C4 stick to destroy the enemy FOB and after plant the larger C4 satchel with remote detonation. Just hide and wait for the enemy to return to the FOB and for them to start shoveling. Ka-Boom, Ambush!
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: New Specialist Kit Layout and New C4 Charges Feedback
You can destroy Supply Crates with the shotgun (shoot the wooden pallet a few times).
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piepieonline
- Retired PR Developer
- Posts: 433
- Joined: 2009-07-22 00:41
Re: New Specialist Kit Layout and New C4 Charges Feedback
It hasn't been actually documented as far as I know, but the squad leader can destroy (and delete) friendly assets, rather than using C4. This is done the same way as you would delete an asset. As a grunt, you can destroy foxholes and razorwire by right clicking the 'Help/Destroy' commo rose option (Default: Q)

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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: New Specialist Kit Layout and New C4 Charges Feedback
Maybe add incendiary grenades to officer atleast?
@pie he was talking about enemy FOB/assets, not friendly.
@pie he was talking about enemy FOB/assets, not friendly.
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Viperelite
- Posts: 110
- Joined: 2009-08-25 18:57
Re: New Specialist Kit Layout and New C4 Charges Feedback
Ive been noticing that the c4 is either really underpowered or is somewhat glitched. Was having a game on ramiel INS yesterday on the blufor side when we ran across an enemy hideout.
We had to use the small timed c4 3 times on the hideout before it went down. It seemed very strange that it would take 3 blocks of c4 to destroy a little wooden hut. So i am assuming this was just some sort of glitch.
We had to use the small timed c4 3 times on the hideout before it went down. It seemed very strange that it would take 3 blocks of c4 to destroy a little wooden hut. So i am assuming this was just some sort of glitch.
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ConscriptVirus
- Posts: 489
- Joined: 2006-12-18 04:02
Re: New Specialist Kit Layout and New C4 Charges Feedback
I think it takes like 10-20 seconds for the fob/hideout to fall on its own after hitting it with ONE C4. The C4 damages it enough so that it starts bleeding dmg on its own, then it collapses.Viperelite wrote:Ive been noticing that the c4 is either really underpowered or is somewhat glitched. Was having a game on ramiel INS yesterday on the blufor side when we ran across an enemy hideout.
We had to use the small timed c4 3 times on the hideout before it went down. It seemed very strange that it would take 3 blocks of c4 to destroy a little wooden hut. So i am assuming this was just some sort of glitch.
"These things we do that others may live"
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: New Specialist Kit Layout and New C4 Charges Feedback
I think adding one more c4 pack to the specialist would be good, indeed
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Viperelite
- Posts: 110
- Joined: 2009-08-25 18:57
Re: New Specialist Kit Layout and New C4 Charges Feedback
Yeah Ive now had a few more rounds and every time Ive used it, it had worked normally.ConscriptVirus wrote:I think it takes like 10-20 seconds for the fob/hideout to fall on its own after hitting it with ONE C4. The C4 damages it enough so that it starts bleeding dmg on its own, then it collapses.
It was just that one hideout i think was glitched because we had used the c4 3 time but there was 2 or 3 minutes in between because we set the charge and moved to a building direct south and we were using the roof for an over watch. We could see the hideout from our over watch location and each time it went off specialist waited 2 or 3 minutes and placed another c4. Like 20 seconds after the 3rd one had been placed it finally went down.
So that could have just been a glitch that has already been fixed in a patch.
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ShaddyDaShadow
- Posts: 26
- Joined: 2011-07-31 15:52
Re: New Specialist Kit Layout and New C4 Charges Feedback
At least one or two more small c4 sticks for the specialist would be good
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Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: New Specialist Kit Layout and New C4 Charges Feedback
I played specialist for the first time last night and had some issues with using C4. The actual placement of the c4 takes 12-13 seconds where as the placement animation and sounds only take about 5-6seconds. Not knowing this I ended up thinking I placed in one spot but actually dropped it running back to my squad for safety. I know better know to wait until my c4 ammo count changes before moving.. but the situation with the animation seems unpolished. Is there a way to extend the animation so that it ends when the c4 is placed?
These issues were also apparent in other classes that had explosives, like the ARF engineer and anti personal kits.
These issues were also apparent in other classes that had explosives, like the ARF engineer and anti personal kits.
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Heskey
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: New Specialist Kit Layout and New C4 Charges Feedback
Just played as combat engineer.
I think the satchel stick animation needs altering.
You put in the wires, and then it disappears from view... Then it comes back INTO view.
At this point, I thought I'd thrown it, and had the sticks -1 charge back in my hands and started to run away from the objective to be destroyed.
As I'm running away, my guy throws the stick down like a piece of rubbish, and suddenly I'm running the other way!
In brief, can the stick not come back into view until it's been deployed? It's very confusing! =[
I think the satchel stick animation needs altering.
You put in the wires, and then it disappears from view... Then it comes back INTO view.
At this point, I thought I'd thrown it, and had the sticks -1 charge back in my hands and started to run away from the objective to be destroyed.
As I'm running away, my guy throws the stick down like a piece of rubbish, and suddenly I'm running the other way!
In brief, can the stick not come back into view until it's been deployed? It's very confusing! =[
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MADsqirrel
- Posts: 410
- Joined: 2011-08-15 13:00
Re: New Specialist Kit Layout and New C4 Charges Feedback
Had the same problem today. Its really confusing the first time you use it (and dangerous)Heskey wrote:Just played as combat engineer.
I think the satchel stick animation needs altering.
You put in the wires, and then it disappears from view... Then it comes back INTO view.
At this point, I thought I'd thrown it, and had the sticks -1 charge back in my hands and started to run away from the objective to be destroyed.
As I'm running away, my guy throws the stick down like a piece of rubbish, and suddenly I'm running the other way!
In brief, can the stick not come back into view until it's been deployed? It's very confusing! =[
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: New Specialist Kit Layout and New C4 Charges Feedback
yeah, the animations are still missing. this will be fixed for the beta



