I endorse this man's statements, suggestions and/or opinions![R-MOD]Mongolian_dude wrote:If the Carbine were to be suppressed, I could only stand it if he had 3+1 mags OR he used a suppressed SMG(MP5SD sorta thing?), with aim point/reflex sight. It'd have less stopping power and range, making the player think about his rash moves
I really wanna see the 1337 caps go from the USMC SF though lol. Give him a helmet (Shades and scarf for middle eastern maps), I say!
....mongol...
Sniper & SF kit suggestion
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KP
- Posts: 7863
- Joined: 2006-11-04 17:20
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.
-Paul Howe
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
The drop and lead times of a suppressed weapon would be a deterrent in itself. You are looking at more than 41cm of drop with a suppressed weapon at a target positioned 100m away (using subsonic ammo, fired from the horizontal, without any drag forces, with the Earth's gravity and assuming the speed of sound is ~344 m/s). At 200m the drop is quadrupled to ~165cm. The time until the round would hit is about .3 of a second and .6 of a second respectively.
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Doom721
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diesel14lars
- Posts: 85
- Joined: 2007-06-16 04:21
I still do not see what the real purpose of the special operations kit is, and I believe my confusion is mainly the result of the kits name. in vanilla it was a great idea, make a kit thats pretty good at everything make it look cool, etc.. I do not really see its place here in PR. Its kind of the opposite of what the 'nilla SF kit is, I mean they are not good at anything, really.
So please, help me out, what exactly is the purpose of this new limited 'special operations' kit? The only times I ever play SF are on Street when its fewer than like 5 players and i want to be 1337, or when my team has <20 tickets left and coming back doesn't look possible, and I do it to mess around for the last minute of the round.
So please, help me out, what exactly is the purpose of this new limited 'special operations' kit? The only times I ever play SF are on Street when its fewer than like 5 players and i want to be 1337, or when my team has <20 tickets left and coming back doesn't look possible, and I do it to mess around for the last minute of the round.

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Mongolian_dude
- Retired PR Developer
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- Joined: 2006-10-22 22:24
In short, an SF saboteur. Get in with little attention, blow the target, GTFO with little attention.diesel14lars wrote:I still do not see what the real purpose of the special operations kit is, and I believe my confusion is mainly the result of the kits name. in vanilla it was a great idea, make a kit thats pretty good at everything make it look cool, etc.. I do not really see its place here in PR. Its kind of the opposite of what the 'nilla SF kit is, I mean they are not good at anything, really.
So please, help me out, what exactly is the purpose of this new limited 'special operations' kit? The only times I ever play SF are on Street when its fewer than like 5 players and i want to be 1337, or when my team has <20 tickets left and coming back doesn't look possible, and I do it to mess around for the last minute of the round.
Generally cause disruption to the normal swing of things. Ambushing a CMD truck on its way to build a fire base and AAA; destroy the insurgent ammo cache, while more guys are diverted to the fight; destroy mission objective, etc.
All of which are rarely realised by 'Uber Ops' players and never/poorly executed.
I could settle with just a silenced side arm though, all of which have already been modeled, skinned, coded and all that jazz, by EA. A big nice snap/crack sound, like the ones in PoE2, plz Jaymz
...mongol...
Military lawyers engaged in fierce legal action.
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nedlands1
- Posts: 1467
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Subsonic ammo => fast damage fall-off, low muzzle velocity and no "sonic booms", instead?[R-MOD]Mongolian_dude wrote:In short, an SF saboteur. Get in with little attention, blow the target, GTFO with little attention.
Generally cause disruption to the normal swing of things. Ambushing a CMD truck on its way to build a fire base and AAA; destroy the insurgent ammo cache, while more guys are diverted to the fight; destroy mission objective, etc.
All of which are rarely realised by 'Uber Ops' players and never/poorly executed.
I could settle with just a silenced side arm though, all of which have already been modeled, skinned, coded and all that jazz, by EA. A big nice snap/crack sound, like the ones in PoE2, plz Jaymz.
...mongol...


