The chinese SF kit Carbine (The QBZ-95B) has been replaced by the regular Ironsighted QBZ-95 rifle. And I hate that. PLEASE put the QBZ-95B ast the SF main carbine, it's what made it so special! And also, all SF's use carbines, the QBZ-95 is a rifle while the 95B is a carbine, so 95B fits better with SF kits.Cyrax-Sektor wrote:.6, the days of SLAM SPAM when the Spec-Ops kit was unlimited. Granted, I love the carbines, especially the Chinese one.
SPC OPS
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Tannhauser
- Posts: 1210
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Deadfast
- Retired PR Developer
- Posts: 4611
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You can get the 95B with crewman kit. And what is even better, the crewan kits are unlimitedTannhauser wrote:The chinese SF kit Carbine (The QBZ-95B) has been replaced by the regular Ironsighted QBZ-95 rifle. And I hate that. PLEASE put the QBZ-95B ast the SF main carbine, it's what made it so special! And also, all SF's use carbines, the QBZ-95 is a rifle while the 95B is a carbine, so 95B fits better with SF kits.
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darkNight
- Posts: 202
- Joined: 2007-10-25 20:53
The Spec Ops kit isn't used correctly anyways. Most of all use it like Rifleman kit.
الجمهورية العراقية الجهاد في سبيل لجهاد فيل أَكْبَر proud to be a Middle-East urban combat player
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Cyrax-Sektor
- Posts: 1030
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Really? Last time I picked up an SF kit off a Rambo Lone Wolf, it had the Chinese carbine.Tannhauser wrote:The chinese SF kit Carbine (The QBZ-95B) has been replaced by the regular Ironsighted QBZ-95 rifle. And I hate that. PLEASE put the QBZ-95B ast the SF main carbine, it's what made it so special! And also, all SF's use carbines, the QBZ-95 is a rifle while the 95B is a carbine, so 95B fits better with SF kits.
Yep. Too bad the British don't get the carbine as crewman.Deadfast wrote:You can get the 95B with crewman kit. And what is even better, the crewan kits are unlimited.
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Bob_Marley
- Retired PR Developer
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The QBZ-95B, as far as I am aware is not confirmed as being in use by the PLA at all. IRL Chinese special forces use either the QBZ-95 or the QBZ-03 (though from what PRCHeavyZ said, this is almost exclusivly used by recon teams).Tannhauser wrote:The chinese SF kit Carbine (The QBZ-95B) has been replaced by the regular Ironsighted QBZ-95 rifle. And I hate that. PLEASE put the QBZ-95B ast the SF main carbine, it's what made it so special! And also, all SF's use carbines, the QBZ-95 is a rifle while the 95B is a carbine, so 95B fits better with SF kits.
Anyway, its a bullpup, only 760mm long with a barrel 520mm long, compare that to, oh, lets say the M4, which is 838mm with the stock extended (or 757mm with stock collapsed) with a 370mm barrel. Why would they need a carbine? And, unlike the British Army, with their 4.13 kg L85A2 (before adding a loaded Magazine and SUSAT), the QBZ-95 comes in at a comparibly light 3.4 kg unloaded.
Unlike the other factions in the game the PLA have no need for a carbine for their SF, as their issue rifle is both compact and light weight, where as the USMC with the M16A4, which is long but light (1006mm long, 3.5kg unloaded), the L85A2, which is compact but (780mm long, 4.13kg unloaded) heavy or the G3, which is Long and heavy (1025mm long, 4.4kg unloaded)
Sources:
Pakistani Ordinance Factories (current manufacturers of the G3
World.guns.ru (Some Russian Guy called Max on lots of guns)
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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Deadmonkiefart
- Posts: 632
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Sirsolo
- Posts: 185
- Joined: 2008-04-07 01:06
While we're talking about the Spec Ops kit, Nouniquenicks brought this up (I think)
If Spec Ops had parachutes, they would own at least 4 times as hard, getting air dropped into the enemy base. As is, it's a little unrealistic to get driven in/Walk in...
A problem I see here: How will another... nevermind, In the air, press 9, Parachute pops out, instead of a grapling hook >.< (If it can work that way)
If Spec Ops had parachutes, they would own at least 4 times as hard, getting air dropped into the enemy base. As is, it's a little unrealistic to get driven in/Walk in...
A problem I see here: How will another... nevermind, In the air, press 9, Parachute pops out, instead of a grapling hook >.< (If it can work that way)
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
So parachutes aside, I would trade all my slams, pistol, and grapple for an ACOG. I end up dying so much because I can't acquire a < 200m target with any accuracy. Its not so much extending the range of the M-4, but it makes better use of the existing range.
*edit ok here it is.
Project Reality Mod for Battlefield 2 Diemaco SFW image - Mod DB
Project Reality Mod for Battlefield 2 Diemaco SFW image - Mod DB
These are from 0.4 or something. The aimpoint looks like it actually is currently in 0.75. But the ACOG is in limbo to my knowledge. Anyone know who made this model?
*edit ok here it is.
Project Reality Mod for Battlefield 2 Diemaco SFW image - Mod DB
Project Reality Mod for Battlefield 2 Diemaco SFW image - Mod DB
These are from 0.4 or something. The aimpoint looks like it actually is currently in 0.75. But the ACOG is in limbo to my knowledge. Anyone know who made this model?
Last edited by CAS_117 on 2008-04-29 04:03, edited 1 time in total.
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Sirsolo
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Practice on explosive barrels if you are confused where the bullet ends up, it does drop some over 300m which with a scope is a reasonable range to be firing on. I also have this confusion sometimes, its basically the ^ or at greater ranges, the | part
Spec ops shouldnt have acog really, there is more a case for a silencer on the m4 then a scope. They are allready leet enough me thinks
Also it would conflict with the carbines being zeroed at 100m, making the guy above (& myself) even more confused when the bullet is way off the acog marker
Spec ops shouldnt have acog really, there is more a case for a silencer on the m4 then a scope. They are allready leet enough me thinks
Also it would conflict with the carbines being zeroed at 100m, making the guy above (& myself) even more confused when the bullet is way off the acog marker
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CAS_117
- Posts: 1600
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Don't worry the guns have no ballistics to speak of, but are currently being worked on. The kit is all flash and no substance. Personally, just make them a rifleman with C4 and a SOFLAM. Trying to sneak around in a 2 km area is pretty pointless, you are going to engage at least once or twice and that is why having zoom is much better. I don't really like using zoom as a balancing tool for limited kits as they are already being limited. From a realism POV, squads usually have about 8 men or more in them, and as someone pointed out having 1 or 2 kits that are not really effective in combat is just annoying. Yes I acknowledge the presence of 12 year olds trying to be leet from time to time. But 90% of the time I play I see pretty much every kit and vehicle as of 0.75 being used pretty much the way its intended.
Overall, I would love it if the L337ness of this kit were substituted to this kit actually useful in the situations encountered. ie) a prone diving rifleman 50 yards away who pops you in the head before he hits the ground. A grappling hook helps sometimes, but only rarely. I would also like it if the model were changed to a regular rifleman model. As you said tigger, 300m is a reasonable range to be firing on, but try hitting above 50 yards with the M4A1 and you'll how ridiculous it can be.
Even at close range the sight picture can be pretty hard to keep. Its not getting shot while walking across a street of approaching an enemy firebase. Its when you see a guy spawning on it and your aimpoint covers his entire body and you have to make an educated guess as to whether you're hitting him or not. When I'm bored I just find the nearest enemy firebase with a rifleman kit, and have a party. Usually I can prevent anyone from spawning, but I have no means of destroying it. I mean yes I know that people like having this kit as a joke for the kiddies ect, the other 99% of the time when people actually are using it for its purpose, me in particular, I can easily get in range of the base. But the trouble is killing the people milling around. I take a rifleman kit? Cheap dozen kills no problem. But with that aimpoint? I usually opt for my pistol.
Overall, I would love it if the L337ness of this kit were substituted to this kit actually useful in the situations encountered. ie) a prone diving rifleman 50 yards away who pops you in the head before he hits the ground. A grappling hook helps sometimes, but only rarely. I would also like it if the model were changed to a regular rifleman model. As you said tigger, 300m is a reasonable range to be firing on, but try hitting above 50 yards with the M4A1 and you'll how ridiculous it can be.
Even at close range the sight picture can be pretty hard to keep. Its not getting shot while walking across a street of approaching an enemy firebase. Its when you see a guy spawning on it and your aimpoint covers his entire body and you have to make an educated guess as to whether you're hitting him or not. When I'm bored I just find the nearest enemy firebase with a rifleman kit, and have a party. Usually I can prevent anyone from spawning, but I have no means of destroying it. I mean yes I know that people like having this kit as a joke for the kiddies ect, the other 99% of the time when people actually are using it for its purpose, me in particular, I can easily get in range of the base. But the trouble is killing the people milling around. I take a rifleman kit? Cheap dozen kills no problem. But with that aimpoint? I usually opt for my pistol.
Last edited by CAS_117 on 2008-04-29 06:24, edited 2 times in total.
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Sabre_tooth_tigger
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Proff3ssorXman
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zangoo
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ok right now in pr, the guns are not zeroed in the sence that the bullet rises above where you are aiming at ranges under the zero point, currently the guns are zeroed by changing the amount of graivty effects the bullet making it drop less. someone is going to say that the bullets in pr fly straight untill they hit the zero range, this is not the case, bullets in bf2, start to drop the second they are created.
here is how it works (note realistics gravity is 0.6666 due to the bf2 engine not having correct gravity)
snipers= gravity modifier of 0.1
dmr=0.3
rifleman=0.3
automatic rifleman=0.3
pistols=1.0
here is how it works (note realistics gravity is 0.6666 due to the bf2 engine not having correct gravity)
snipers= gravity modifier of 0.1
dmr=0.3
rifleman=0.3
automatic rifleman=0.3
pistols=1.0





