Loadout fixes to make some classes intresting.
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Pain
- Posts: 76
- Joined: 2008-01-18 19:28
Loadout fixes to make some classes intresting.
I think a few of the classes needs to be tweaked a bit to make them more usefull/intresting.
First of all, the most classes are perfect in my eyes. But there are a few with some disatvantages.
Non scoped rifleman
He needs to get powered up at close range so i think he should get a shotgun as secondary gun for close quarter fights. (its not unrealistic, in rl most of time 1 man in a squad carry a shotgun to go on point in house fighting)
Spec ops
The spec ops is in use to sabotate assets and work as spotter for commander or a sniper. So i think he should have a grappling hook always, so a team with a spec ops or the spotter team can insert areas at non regular ways, they can come over walls roofs etc. I think that makes a special insertion class more intresting.
(you could code all hooks to be a bit shorter than the vanilla one, so they cant climb toooo high stuff)
Thats all in my opinion to make those 2 classes intresting to play, without ruin the balance or make it unrealistic.
First of all, the most classes are perfect in my eyes. But there are a few with some disatvantages.
Non scoped rifleman
He needs to get powered up at close range so i think he should get a shotgun as secondary gun for close quarter fights. (its not unrealistic, in rl most of time 1 man in a squad carry a shotgun to go on point in house fighting)
Spec ops
The spec ops is in use to sabotate assets and work as spotter for commander or a sniper. So i think he should have a grappling hook always, so a team with a spec ops or the spotter team can insert areas at non regular ways, they can come over walls roofs etc. I think that makes a special insertion class more intresting.
(you could code all hooks to be a bit shorter than the vanilla one, so they cant climb toooo high stuff)
Thats all in my opinion to make those 2 classes intresting to play, without ruin the balance or make it unrealistic.
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mammikoura
- Posts: 1151
- Joined: 2006-09-19 04:26
pretty good ideas.
However in my opinion removing the frag grenades fron the scoped rifleman would make more people want to go with non scoped rifleman. I don't think I would ever need a shotgun, 3 out of the 4 conventional armies have automatic weapons anyway.
Spec ops:
completely agree. It's limited kit and the ONLY thing that makes this kit usefull is the soflam. And that's really usefull only in a few maps.
However in my opinion removing the frag grenades fron the scoped rifleman would make more people want to go with non scoped rifleman. I don't think I would ever need a shotgun, 3 out of the 4 conventional armies have automatic weapons anyway.
Spec ops:
completely agree. It's limited kit and the ONLY thing that makes this kit usefull is the soflam. And that's really usefull only in a few maps.
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markonymous
- Posts: 1358
- Joined: 2007-10-25 05:20
both shotgun and rifle? isnt it a bit how should i say um HAXXORUBER1337Pain wrote: Non scoped rifleman
He needs to get powered up at close range so i think he should get a shotgun as secondary gun for close quarter fights. (its not unrealistic, in rl most of time 1 man in a squad carry a shotgun to go on point in house fighting)

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Pain
- Posts: 76
- Joined: 2008-01-18 19:28
No, the shotgun force the close combat power of this class.markonymous wrote:both shotgun and rifle? isnt it a bit how should i say um HAXXORUBER1337
Should be a pumpgun with 14 shells at all for close combat instead a small sidearm.
No 2 types ammo for it and just 2xammo (not more than 16 shells)
Thats a usual loadout in a us squad. If you need clear a building the squadleader got a class to get point in such situations.
For middl and bigger range he got his non scoped m4.
I think thats make this class to strong or unbalanced and its realistic.
b.t.w there is no one running around with just a shotgun in the armie... Thats unrealitic, like the old class with just one and 2 types of ammo.
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Morgan
- Posts: 826
- Joined: 2007-08-27 10:06
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Pain
- Posts: 76
- Joined: 2008-01-18 19:28
no need for soflam + binocs, but i think he got only soflam. <<<SOFLAM>>>>Ghost1800 wrote:Not to be the bearer of bad news, but doesn't SpecOps already have a full load out? Actually, I'll just type it out:
1. Knife
2. Sidearm
3. Carbine
4. Smoke
5. Soflams
6. Flashbangs
7. Binocs
8. Field Dressing
9. Signal Smoke
You mean the explosivs with soflam?
My opinion: no need for colored smoke. If he go as spotter the sniper got colored smoke, and if hes with a squad he got a squad leader to call an evac.
Last edited by Pain on 2008-01-24 22:24, edited 1 time in total.
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Pain
- Posts: 76
- Joined: 2008-01-18 19:28
You need to designate targets for the bombs or the jdam.Jonny wrote:Why does anyone need binos with a SOFLAM?
The soflam is a binoc with a laser designator, the guy which posted binocs & soflam thought the explosives were soflams. Just a little mistake, you should read the whole thread before post.
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
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MACDRE
- Posts: 48
- Joined: 2008-01-06 12:27
There is no SOFLAM and binocs, but there is SLAM's (the timed explosive) and a SOFLAM.Ghost1800 wrote:Not to be the bearer of bad news, but doesn't SpecOps already have a full load out? Actually, I'll just type it out:
1. Knife
2. Sidearm
3. Carbine
4. Smoke
5. Soflams
6. Flashbangs
7. Binocs
8. Field Dressing
9. Signal Smoke
Some of you are getting the SOFLAM (the the laser-designating binocs) with the explosives.
The sidearm should stay, almost all special operations soldiers' carry one.
But a grappling hook instead of signal smoke might do some good. Its a great kit for maps with air support. I join the "Air" squad, go out and look over village or something, and call them in to eliminate any threat.
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Pain
- Posts: 76
- Joined: 2008-01-18 19:28
Show me some of your reasons, and try to answer followed questions!BloodBane611 wrote:There are no binos with the SOFLAM....he means SLAMs.
Adding a shotgun as a secondary is totally unnecessary. There are already plenty of reasons to take both of these kits, if you can't think of them then don't use them.
Whats your kit then if you can choose:
Scoped rifle or non scoped with ammo?
If you choose non scoped for ammo why you dont use automatic rifleman (most same loadout: nades, smoke, ammo, knife, & gun + 1 big advantage: supressing fire for your team)?
The scoped rifleman is a middle and long range assault class.
So my opinion make the non scoped a specialist for short and middle combat range. With a limited ammo semi shotgun as sidearm (maybe without smoke and a few flashs).
In real life each squad got 1 man with a shotgun as sidearm in most cases (urban area). And a military class with just a shotgun is unrealistic today in my opinion.
my thoughts:Jonny wrote:It may be realistic, but is it one of the top 9 things that would be used?
We can only have 9 weapons max, so it needs to be the 9 most used for the kit to most accurately represent special forces in the field.
Spec Ops
1 Knife
2 Pistol
3 Assault rifle
4 Grenades or smoke nades
5 Slams --> ability to destroy assets or other important things
6 Soflam --> ability to designate/spot targets for other troops
7 Flashs
8 Field dressing
9 grappling hook --> simulate a special ability of such units to engage the enemy from non conventional insertion points (clear buildings from roof to bottom/get over walls to engage from behind/take routes away from enemy key positions to get in their back with your squad undetected...)
this kit is limited so not all squads will get the special ability to take alternative routes on battlefield.
Non scoped rifleman
1 knife
2 shovel
3 semi shotgun with 2 clips (incl loaded)
4 non scoped assault rifle
5 grenades
6 smoke/flashs
7 ammo
8 binocs
9 dressing
Other classes are well equiped
Last edited by Pain on 2008-01-25 00:03, edited 1 time in total.
