I'm curious as to everyone’s thoughts on the anti-personal kit? At first I never used it as I didn't see why I would pick it over the rifleman kit. Now though I find I use it allot on certain maps where you are not in constant close quarters combat. Of course I don't stick with it if the squad needs a specific kit. The binoc's are hugely valuable I find. I spot for my squad as we advance, call out enemy while defending, can find that b@stard at long range trying to hit me, but most important if I see someone a good distance off I can see if he is on my team or not and what weapon he has.
The only part of the kit that I am undiceided on is the claymores. Not if they should be there but the clacker vs. trip wire for triggering them. They both have there advantages etc. Funny thing, it took me a few games to figure out that I had to use the clacker and that they were not a proximity type mine dooh!
Ye some times, Use the CLays in Flag Defence as in..Once u have caped a flag and are moving to another and the bad guys slip past ya to recap the one u cap....Just set the CLays of as soon as the turn the Flag Nutral and if there well placed CLays they will get some
I like this kit but I see its main advantage and difference of the claymores as stricktly deffensive. I would like to see somthing else to set this kit apart and possibly make it more useful for attacking. That may overpower it though. I'm sure the DEVS know what they are doing.
One thing that does bother me howeer is what I belive is a bug with the claymores where I have to switch to another weapon and then back to them for the detonator to work.
I think I read about the claymore bug in another thread and that the Devs are aware of it.
I don't think they should change the kit to make it more offence oriented; you already have most of the other kits for that. I like that it's designed for assisting your squad and defending. But that’s just me, if the majority prefer a more offence based kit I can live with it
What I do worry about happening to this kit is it simply disappearing in a future release and not being replaced by a kit(s) that contain the elements that make it so useful.
Long Bow wrote:I think I read about the claymore bug in another thread and that the Devs are aware of it.
I don't think they should change the kit to make it more offence oriented; you already have most of the other kits for that. I like that it's designed for assisting your squad and defending. But that’s just me, if the majority prefer a more offence based kit I can live with it
What I do worry about happening to this kit is it simply disappearing in a future release and not being replaced by a kit(s) that contain the elements that make it so useful.
I think they will remove this kit and give the claymores to the engineer... I can't remember if this was official or not...
I would hate to see this kit removed. I think it is very useful and giving the clays to the engineer kit may over power it.
To the Devs: Are you all thinking about or have you made a decesion regarding the removal of the AP class?
I use the APR kit as a back up to the officer kit (if I've less than 4 people in the squad.) The binoculars are invaluable for calling down arty and the claymores come in handy when you're being chased down some tight back streets. I'd like to see a M14 w/ no scope replace the M16 for an added kick, but I don't know how accurate of a set up that would be.
Wow, adding an unscoped M14 is a great idea IMHO. Either to APR or engineer. I think that would be great to add some diversity and give the kits their own distinct advantages.
great kit, i love it. i think it is very well balanced as it is. you have a good gun, no scope. but the binocs help with that. you have a pair of nades, great weapons. and the clay's are just amazing for capping flags or playing defense. it's not useful everywhere, but it definately should stay
Comet241 wrote:great kit, i love it. i think it is very well balanced as it is. you have a good gun, no scope. but the binocs help with that. you have a pair of nades, great weapons. and the clay's are just amazing for capping flags or playing defense. it's not useful everywhere, but it definately should stay
perhaps a maximum of 6 could be layed, but only 4 carried?
Imo the APR has also become the second "infiltrator" class besides the Specops. I mean it has a rifle, binocs, some destructives and the holy goodness of 2 nades!
Plz leave it as it is! Whenever I am Squadleader and there aren't 4 pplz in the squad i choose the APR kit (or sometimes the SpecOps because of its CQB qualities).
There are signifigant changes to the Class system in 0.6. Rifleman AP's capabilities will be folded into the Engineer Class.
Expect to see the base class selections all quite useful now, and more choices of limited kits. Im sure more info will be posted as soon as things are finalized, and expect a public beta coming up in the next 1-2 weeks.
Dyer |3-5| wrote:Wow, adding an unscoped M14 is a great idea IMHO. Either to APR or engineer. I think that would be great to add some diversity and give the kits their own distinct advantages.
The US doesn't use "normal" M14s anymore - just DMRs and Mk14s, AFAIK.
I find the binoculars more useful than the claymores and to some extent even the gun. The APR class isnt really about head on combat, so if your using the gun, your not doing your job (since even at long range, your giving your position away)
I would have to disagree about not using your rifle at long ranges with this kit. For me the binocs and accuracey of the M16/G3 at long range allow me to take out the enemy while my squad moves in. Sure it gives away your position but it takes the heat off your squad and since I fire first I have the advantage in the engagement. However I don't blast away at every long range target, especially if he's moving or my squad is vastly outnumbered.
Sorry to hear that this kit will be removed. As long as there is a non-limited kit with an assualt rifle and binocs still available Im happy