Get a grenadier kit.77SiCaRiO77 wrote:they dont have nades
Option for Riflemen to take off scope
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*2Recon*
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Bob_Marley wrote:Having it "removeable" is silly. You don't take sights off or put them on in combat, because the ones you take off loose their zero, and you'd have to zero the new ones once you put them on. And thats not practical.
Very, very good point. Also taking the scope off and putting it back on doesnt happen in a second. Atleast not with the weapons/scopes I trained with and I would imagine its the same with the SUSAT, ACOG etc. ( just a strong hunch, not actual knowlege) its hard to imagine otherwise.
The bottom line is: You cant have everything
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77SiCaRiO77
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ArmedDrunk&Angry
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To some extent the point is moot because the support gunner has everything the rifleman does except the zoom so you don't need a separate rifleman class for the no scope option.
And..there have been numerous discussions about making the Spec-Ops class into a CQB rifleman which would be the easiest answer IMHO.
And..there have been numerous discussions about making the Spec-Ops class into a CQB rifleman which would be the easiest answer IMHO.
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.:iGi:. Eggenberg4Ever
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ReaperMAC
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Another solution, I don't know if this is possible, is to have zoom switch when you switch the selection fire for your weapon. Semi would have it zoom, but when you switch to full auto, it would have the normal zoom/ironsight.

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GeZe
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Yes, by me on the tester forums, and the answer was a noFishw0rk wrote:You guys are thinking about this WAY too hard. All the devs need to do is add a fifth class to the spawn screen. They can call it "Rifleman Iron Sights" or some shit. He'll have the exact same loadout as a rifleman, but with no optics on the gun.
It's been suggested before, however.
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Outlawz7
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Who said, Rifleman should engage in CQB anyway?
You got Engies and Medics to do that, since those two are useless in long-range combat anyway.
When I attacked the Bunkers on Kashan, I threw a grenade into a room, then let my squadmates to do the rest.
And scope really isnt a problem in CQB, well for me it wasnt, since I always caught USMC unprepared
You got Engies and Medics to do that, since those two are useless in long-range combat anyway.
When I attacked the Bunkers on Kashan, I threw a grenade into a room, then let my squadmates to do the rest.
And scope really isnt a problem in CQB, well for me it wasnt, since I always caught USMC unprepared

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Apheirox
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Fair enough, Marley. It just goes to show how little I know about scopes (although I know everything about a rifle not being zeroed in correctly - riding a bumbling for hours on end APC really messed up my G3). But then I want the option of spawning as the two different riflemen versions. They would be treated exactly like all the other kits regarding kit switching, no news here.
I can understand why some think this is not exactly a high priority thing to add - it is true, the scoped assault rifle can be used at close range - but I still think the idea is worth considering for several reasons:
-I imagine it is not something that takes long to implement
-I would still like to be able to have an iron sights alternative on close quarter battle maps like Mestia and particularly Bi Ming where scopes are out of place
-It would allow us to do some pretty interesting things in terms of kit loadout. For example, the iron sight version loadout on dedicated CQB maps could be outfitted with the M4 rather than the M16 and the system could be expanded: Perhaps only the ranged rifleman kit should have ammo bags while the CQB rifleman could have flashbangs.
I can understand why some think this is not exactly a high priority thing to add - it is true, the scoped assault rifle can be used at close range - but I still think the idea is worth considering for several reasons:
-I imagine it is not something that takes long to implement
-I would still like to be able to have an iron sights alternative on close quarter battle maps like Mestia and particularly Bi Ming where scopes are out of place
-It would allow us to do some pretty interesting things in terms of kit loadout. For example, the iron sight version loadout on dedicated CQB maps could be outfitted with the M4 rather than the M16 and the system could be expanded: Perhaps only the ranged rifleman kit should have ammo bags while the CQB rifleman could have flashbangs.
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Apheirox
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I do not think engineers and medics should be the CQB fighters of choice in a realism mod. Their rifles are meant as a backup weapon, really. Put slightly draconically, none of these classes are supposed to engage in combat if possible - the only actual infantry combat kits are the rifleman, the grenadier, the support gunner and the marksman. Everybody else is for some kind of support, and PR should not encourage support classes to take the lead. Besides, neither medic nor engineer have grenades, an absolutely essential tool in CQB.
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WNxKenwayy
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ReaperMAC
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That is *exactly* what I suggesteddandred wrote:Why not just have it so when you press the right mouse button you have 3 options instead of 2, 1st right click iron sights, 2nd right click optics and the 3rd back to your normal screen?

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