What would you like to see be done with the Special Forces kit?
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Dyer |3-5|
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Bob_Marley
- Retired PR Developer
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Seeing as the marines only recently bought M16A4s to replace their A2s and the Army is still buying new M4s to switch over from the M16, it would seem to me that 3 round burst is here to stay for the foreseeable.Lampshade111 wrote:You seem to have misunderstood me.
I never said the military was going to adopt the XM8 or get new versions of the M16 and M4. I just said that if they were to get upgraded M16s and M4s they may get them with full auto instead of the three round burst mode. The XM8 and other weapons the military tested show that they may be planning to switch back to full auto with our next rifles and carbines.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Many thanks to [R-DEV]Adriaan for the sig!
Many thanks to [R-DEV]Adriaan for the sig!
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Lampshade111
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Yes the three round burst will be around for awhile on the current M16s but once the Army decides to get new weapons to eventually replace current M16s and M4s that will likely have full auto.
Yes we are still buying new M16s and M4s but the latest versions are just minor upgrades and serve to replace older weapons as they wear out. The military is still reviewing their requirements for a new rifle and carbine and considering their options.
Yes we are still buying new M16s and M4s but the latest versions are just minor upgrades and serve to replace older weapons as they wear out. The military is still reviewing their requirements for a new rifle and carbine and considering their options.
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Maverick--113
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Lampshade111
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HABO3
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what is the point of a CQB kit when the barrel on every weapon can clip through all objects in the game environment?Fearosius wrote:Heres wat we do:
Make it a CBQ kit, give the CQB kit everything the Rifleman has, except the M16A2, and give them a full-auto (possibly 3-burst?) M4 with ironsights. Give SLAM to engineers, thus making them the #1 demo guy in the squad.
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billdan
- Posts: 319
- Joined: 2007-04-13 22:58
agree with habo
the advantages of having a more compact/maneuverable weapon in cqb can not be simulated in game without making the accuracy while staying still different between-say-the m4 and m16a4. if the m16a4 was given more deviation than the m4 while moving in order to simulate less favorable cqb-handling, it would have more deviation than the m4 when firing still, which is unrealistic
the M4A1 is used mainly by sof
the advantages of having a more compact/maneuverable weapon in cqb can not be simulated in game without making the accuracy while staying still different between-say-the m4 and m16a4. if the m16a4 was given more deviation than the m4 while moving in order to simulate less favorable cqb-handling, it would have more deviation than the m4 when firing still, which is unrealistic
the M4A1 is used mainly by sof
|TG-69th|Mix0lydian in-game
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billdan
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i mentioned before that there should be two limited SF kits
both have no body armor and would be best utilized behind-the-lines
one-the "SF-Recon" kit-would have kinfe, pistol, carbine, frags, smokes (both reg and marker), SOFLAM, field dressing
another-the "SF-Saboteur" kit-would have knife, pistol, carbine, NO frags, smokes (both reg and marker), maybe binocs, different and more powerful SLAMs (more below), field dressing
also, in order to simulate having slams with different attack modes, perhaps the SF-saboteur could be given 2-3 (3 if enough slots) different SLAMs
all use the same current model but one acts as a weaker mine (able to track-not destroy tanks), another the current 15-sec timed SLAM, and another perhaps a "command-detonated" SLAM that does the same damage as the timed SLAM and is detonated like the C4
for a 32 man team, i believe 2-3 "SF-Recon" kits should be available, and only 1-2 of the versatile "SF-Saboteur" kits should be available
hope people read and consider this, 'else im gonna create another thread
both have no body armor and would be best utilized behind-the-lines
one-the "SF-Recon" kit-would have kinfe, pistol, carbine, frags, smokes (both reg and marker), SOFLAM, field dressing
another-the "SF-Saboteur" kit-would have knife, pistol, carbine, NO frags, smokes (both reg and marker), maybe binocs, different and more powerful SLAMs (more below), field dressing
first, the SLAM should be made powerful enough to disable/destroy apcs with two, destroy arty with 1, "command trailers" with 2. it is, after all, an EFPThis is a small, compact, hand-emplaced, multi-purpose mine which is readily portable. It is lethal against wheeled and tracked armored infantry combat vehicles, parked aircraft, ammunition, and petroleum, oil, and lubricant (POL) storage sites. The mine is manually armed and initiated magnetically, by infrared, by timer countdown, or by command detonation.
also, in order to simulate having slams with different attack modes, perhaps the SF-saboteur could be given 2-3 (3 if enough slots) different SLAMs
all use the same current model but one acts as a weaker mine (able to track-not destroy tanks), another the current 15-sec timed SLAM, and another perhaps a "command-detonated" SLAM that does the same damage as the timed SLAM and is detonated like the C4
for a 32 man team, i believe 2-3 "SF-Recon" kits should be available, and only 1-2 of the versatile "SF-Saboteur" kits should be available
hope people read and consider this, 'else im gonna create another thread
|TG-69th|Mix0lydian in-game
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AdeptAbyss
- Posts: 5
- Joined: 2007-06-25 01:28
para kit would be good, would really up with getting them behind enemy lines, but like the idea of making them a limited kit for only one squad.
Give them some C4s get rid of the Slams (waste of time really).
Spec ops has a hard enough time getting behind enemy lines, the para kit would help only problem is, not all maps have helos, which reduces the places they would be used and make them pointless in some maps. i doubt IRL people run around with paras on their back with nothing to jump out of (i could be wrong it a strange world)
Give them some C4s get rid of the Slams (waste of time really).
Spec ops has a hard enough time getting behind enemy lines, the para kit would help only problem is, not all maps have helos, which reduces the places they would be used and make them pointless in some maps. i doubt IRL people run around with paras on their back with nothing to jump out of (i could be wrong it a strange world)
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billdan
- Posts: 319
- Joined: 2007-04-13 22:58
not another thread about the SF kit
as i mentioned in the "what...w/ the SF kit" thread-just thought it deserved its own suggestion thread...
i mentioned before that there should be two limited SF kits
both have no body armor and would be best utilized behind-the-lines
one-the "SF-Recon" kit-would have kinfe, pistol, carbine, frags, smokes (both reg and marker), SOFLAM, field dressing
another-the "SF-Saboteur" kit-would have knife, pistol, carbine, NO frags, smokes (both reg and marker), maybe binocs, different and more powerful SLAMs (more below), field dressing
Quote:
This is a small, compact, hand-emplaced, multi-purpose mine which is readily portable. It is lethal against wheeled and tracked armored infantry combat vehicles, parked aircraft, ammunition, and petroleum, oil, and lubricant (POL) storage sites. The mine is manually armed and initiated magnetically, by infrared, by timer countdown, or by command detonation.
first, the SLAM should be made powerful enough to disable/destroy apcs with two, destroy arty with 1, "command trailers" with 2. it is, after all, an EFP
also, in order to simulate having slams with different attack modes, perhaps the SF-saboteur could be given 2-3 (3 if enough slots) different SLAMs
all use the same current model but one acts as a weaker mine (able to track-not destroy tanks), another the current 15-sec timed SLAM, and another perhaps a "command-detonated" SLAM that does the same damage as the timed SLAM and is detonated like the C4
for a 32 man team, i believe 2-3 "SF-Recon" kits should be available (3 if Sniper kit count is realistically reduced to 1), and only 1-2 of the versatile "SF-Saboteur" kits should be available
i mentioned before that there should be two limited SF kits
both have no body armor and would be best utilized behind-the-lines
one-the "SF-Recon" kit-would have kinfe, pistol, carbine, frags, smokes (both reg and marker), SOFLAM, field dressing
another-the "SF-Saboteur" kit-would have knife, pistol, carbine, NO frags, smokes (both reg and marker), maybe binocs, different and more powerful SLAMs (more below), field dressing
Quote:
This is a small, compact, hand-emplaced, multi-purpose mine which is readily portable. It is lethal against wheeled and tracked armored infantry combat vehicles, parked aircraft, ammunition, and petroleum, oil, and lubricant (POL) storage sites. The mine is manually armed and initiated magnetically, by infrared, by timer countdown, or by command detonation.
first, the SLAM should be made powerful enough to disable/destroy apcs with two, destroy arty with 1, "command trailers" with 2. it is, after all, an EFP
also, in order to simulate having slams with different attack modes, perhaps the SF-saboteur could be given 2-3 (3 if enough slots) different SLAMs
all use the same current model but one acts as a weaker mine (able to track-not destroy tanks), another the current 15-sec timed SLAM, and another perhaps a "command-detonated" SLAM that does the same damage as the timed SLAM and is detonated like the C4
for a 32 man team, i believe 2-3 "SF-Recon" kits should be available (3 if Sniper kit count is realistically reduced to 1), and only 1-2 of the versatile "SF-Saboteur" kits should be available
|TG-69th|Mix0lydian in-game
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Expendable Grunt
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com_kieffer
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Swe_Olsson
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