Breacher shotgun arrest feedback

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LithuanianPotato1994
Posts: 10
Joined: 2015-11-05 12:10

Breacher shotgun arrest feedback

Post by LithuanianPotato1994 »

I don't know if I am posting it to the correct forums, but I think that Blufor shouldn't have the ability to arrest civis with a shotgun so fast. It would be more fun to run around and try to arrest them with cuffs. Arresting with shotgun is unrealistic and not fair. If they take it out from the next update, that would be awesome, it would make a better competition between teams :)
DC_K
Posts: 508
Joined: 2010-07-21 11:27

Re: Breacher shotgun arrest feedback

Post by DC_K »

LithuanianPotato1994 wrote: It would be more fun to run around and try to arrest them with cuffs.

someone has been watching too much tom and jerry. why is it unrealistic? the shotgun is intended to be used as a less lethal weapon against civilians with rubber buckshots. there's intended to be 1 breacher per squad, seems pretty fair.
prWARs dc-k
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Breacher shotgun arrest feedback

Post by Cavazos »

Seeing as they cannot arrest all the other insurgents with the shotgun, I think it is a good system.
Armchairman_Mao
Posts: 55
Joined: 2015-07-14 03:32

Re: Breacher shotgun arrest feedback

Post by Armchairman_Mao »

DC_K wrote:someone has been watching too much tom and jerry. why is it unrealistic? the shotgun is intended to be used as a less lethal weapon against civilians with rubber buckshots. there's intended to be 1 breacher per squad, seems pretty fair.
Because it's not shooting a beanbag.

In-game arrest is using buckshot, thus good aim isn't necessary to hit civi, especially with semi-auto shotguns.

Add that to the fact that shotgun has very little deviation.
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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Breacher shotgun arrest feedback

Post by sweedensniiperr »

Armchairman_Mao wrote:Because it's not shooting a beanbag.
That's a good point actually.

The brits used to have a kit with slug/buckshot as 2 different weapons. I guess it's not very realistic since technically those would be 2 different guns.(you switch to slug and suddenly all rounds are also slug).

Is there any other ranged equipment used for arrests other than a shotgun that military use? Non-lethal grenades? Taser?
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StevePl4y5
Posts: 385
Joined: 2014-02-02 14:33

Re: Breacher shotgun arrest feedback

Post by StevePl4y5 »

Totally agree with you, it's stupid that a blufor breacher can shoot an insurgent and kill him, and with the next shot shoot a civilian and "arrest" him.

My solution would be having a non-lethal shotgun able to arrest civilians (but not kill insurgents) as an alternative breacher kit in insurgency. But that's probably not even possible, because when you "arrest" a civilian, you're basically just killing him. I doubt it's possible in this engine to have a weapon that only "kills" certain types of enemies =P

The best (possible) solution would obviously be to remove the shotgun's ability to "arrest" civilians. But then again, that feature was put there to prevent exploits from civilians when they would just stand in ladders, where it was impossible for blufor to reach them with cuffs...

And that's why we can't have nice things xP
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Breacher shotgun arrest feedback

Post by Nightingale »

It would be absolutely impossible to arrest a half-competent civi player if breachers couldn't use their shotguns to arrest. We have lots of techniques to avoid the restrainers (eg. get into car and run you over, get on a high ladder, pick up a kit on the ground). No matter what the BluFor needs a way to arrest civis at medium range.

As for a secondary beanbag shot...

Well suppose the breacher kit did have a beanbag shot. If you shoot a civilian with a beanbag, it arrests him, but if you shoot a fighter with a beanbag, it KOs him anyways (just like buckshot). So what incentive would there be to use any shot but the beanbag shot? Why would a breacher choose buckshot and run the risk of killing a civi?
Last edited by Nightingale on 2015-11-10 03:15, edited 1 time in total.
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Armchairman_Mao
Posts: 55
Joined: 2015-07-14 03:32

Re: Breacher shotgun arrest feedback

Post by Armchairman_Mao »

Nightingale wrote:It would be absolutely impossible to arrest a half-competent civi player if breachers couldn't use their shotguns to arrest. We have lots of techniques to avoid the restrainers (eg. get into car and run you over, get on a high ladder, pick up a kit on the ground). No matter what the BluFor needs a way to arrest civis at medium range.

As for a secondary beanbag shot...

Well suppose the breacher kit did have a beanbag shot. If you shoot a civilian with a beanbag, it arrests him, but if you shoot a fighter with a beanbag, it KOs him anyways (just like buckshot). So what incentive would there be to use any shot but the beanbag shot? Why would a breacher choose buckshot and run the risk of killing a civi?
There was a breaching round a long time ago just for opening doors/arresting civi.

Just make it so that it takes 2 shots to kill anything instead; it solves two problems: civi arrest and semi-auto shotgun being too powerful in cqb.

EDIT: better idea below.
sweedensniiperr wrote:That's a good point actually.

The brits used to have a kit with slug/buckshot as 2 different weapons. I guess it's not very realistic since technically those would be 2 different guns.(you switch to slug and suddenly all rounds are also slug).

Is there any other ranged equipment used for arrests other than a shotgun that military use? Non-lethal grenades? Taser?
Maybe the beanbag round can be loaded directly into the chamber(assuming it works like that) so the "draw" animation" and "reload animation" are both one of putting a single beanbag round into it, so it's not the weapon to go to for killing insurgents in cqb(too slow, obviously).

Or, if anyone has time to make new animation, a "carrier loading" animation:
https://www.youtube.com/watch?v=vf7agIz ... tingVideos
It should work with all shotgun models in-game.
Last edited by Armchairman_Mao on 2015-11-10 05:55, edited 5 times in total.
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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Breacher shotgun arrest feedback

Post by sweedensniiperr »

Nightingale wrote:Why would a breacher choose buckshot and run the risk of killing a civi?
Because buckshot require less accuracy in CQB.
Armchairman_Mao wrote:Maybe the beanbag round can be loaded directly into the chamber(assuming it works like that) so the "draw" animation" and "reload animation" are both one of putting a single beanbag round into it, so it's not the weapon to go to for killing insurgents in cqb(too slow, obviously).

Or, if anyone has time to make new animation, a "carrier loading" animation:
https://www.youtube.com/watch?v=vf7agIz ... tingVideos
It should work with all shotgun models in-game.
That could also work I guess. But it would still be rather unrealistic since you have your shotgun shells loaded from before and then just adding a beanbag round removes all those shells. No...

Maybe just make the shotgun a single purpose rifle? Decrease damage and alther the physics/range, and make it "slug" instead of buck. It would do less damage and maybe take a couple of rounds to "kill" the civi(and the regular insurgent). The intention of the shotgun then is breach doors, kill crates and arrest civis. A tool, just the the grappling hook. The breacher has his main weapon for killing anyway.
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