Ammo Rifleman

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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Ammo Rifleman

Post by Expendable Grunt »

The least played kit, I'd like to bring up something in it's defense.

The kit is primarily useful if you happen to be using a humvee / vodnik / nanjing a lot. Why? Simple. The kit is optimal for manning the MG, because it has no special ability you need constantly.

When you're driving, and dismount to assault, keep the ammo rifleman in the MG. This allows all your special weapons and scoped riflemen to fully deploy, while still having a HMG assisting you.
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kilroy0097
Posts: 433
Joined: 2008-01-02 12:57

Post by kilroy0097 »

Plus it kind of gives you an ammo resupply at your vehicle. Sure you have to dismount and throw an ammo pack but then you can get right back in if assaulted during that time period. Otherwise resupply your ammo pack again and then continue support from the HMG.
billdan
Posts: 319
Joined: 2007-04-13 22:58

Post by billdan »

the auto rifleman kit is just so much better. machine guns. i like.

anyways, i hope this kit either gets an equipment boost or is taken out in .8
google
Posts: 335
Joined: 2008-02-18 21:40

Post by google »

Perhaps ammo should only be given to that class and taken away from the support class to make the rifleman with ammo more vital.
Eddiereyes909
Posts: 3961
Joined: 2007-06-18 07:17

Post by Eddiereyes909 »

google wrote:Perhaps ammo should only be given to that class and taken away from the support class to make the rifleman with ammo more vital.
No your missing the point. Because it has no other role, it makes it useful to do jobs that other kits arent suited for, say rally hunting.
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Expendable Grunt
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Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Yep. You don't lose anything. No scopes, no machine guns, etc are tied up doing stuff.

Personally I think both riflemen should have optics, but one carries general ammo for all 5.56 weapons, and the other carries ammo for LAT or something.
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Zegel
Posts: 95
Joined: 2008-07-21 18:43

Re: Ammo Rifleman

Post by Zegel »

Maybe it would be more appropriate to either lower the amount of reaction time it takes to properly sight the iron sights or raise the amount of time it takes to properly sight the optics kits, so that as a result the iron sighted rifleman becomes more of an urban asset and suited to be in the assaulting group opposed to the fire support group.
Slavak
Posts: 81
Joined: 2008-02-04 05:56

Re: Ammo Rifleman

Post by Slavak »

Thats coming in 0.8. Chuc's changed the weapons so the heavier they are the longer the sight in time. Heavy Weapons such as LMG's will have ~8 seconds sight in, pistols are about 0.5 a sec.
Expendable Grunt wrote:Personally I think both riflemen should have optics, but one carries general ammo for all 5.56 weapons, and the other carries ammo for LAT or something.
It would be nice but the engine doesnt work that way, ammo reloads everything.
Last edited by Slavak on 2008-07-29 06:54, edited 1 time in total.
Chuc
Retired PR Developer
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Re: Ammo Rifleman

Post by Chuc »

Slav's got the intention right, but wrong figures ;)
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Ammo Rifleman

Post by Scot »

Yaaay!! This makes me happy, but 8 seconds i was thinking was a bit much lol!
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Slavak
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Joined: 2008-02-04 05:56

Re: Ammo Rifleman

Post by Slavak »

Close enough :P Heavier the weapon = longer the site in time
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Re: Ammo Rifleman

Post by Wolfe »

Slavak wrote:Heavier the weapon = longer the site in time
Not necessarily. It all depends on how the weapon is intended to be used. Not on how it could be used, or how it's used in the real world, but how it's intended to be used in PR. And it's not dependent on the weight or length of the barrel.

If you think about it logically, you can probably guess what the sight-in times will be.
Katsu
Posts: 57
Joined: 2008-06-22 12:23

Re: Ammo Rifleman

Post by Katsu »

Sorry if this is newb question but what exactly is the difference between Rifleman ironsights and Rifleman Optics, other that the sighting mechanism?

To quote the guide - "There are two types of Riflemen, one with a scope and one with iron sights, both have their advantages and disadvantages."

Ironsights description - "They also carry additional ammo in the form of an ammunition bag."

Moving on to descibe the optics loadout - "This variant of the Rifleman lacks an ammunition bag but has a scope to engage targets at a distance."

However both variants have ammo bags so the guide is presently incorrect (although imo the present description in the guide would play better)

Does the iron sights have more ammo (x2 or x3 or...etc)? If not, really why would you choose that particular loadout other than for the single reason of not wanting the enemy to get his hands on a scope.

This looks like a good thread to ask this question, and to have this information recorded.

Cheers.
fuzzhead
Retired PR Developer
Posts: 7463
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Re: Ammo Rifleman

Post by fuzzhead »

Exact same loadout. Guide is outdated about many things, new guide will be avaliable in the next week.

Its really a choice of personal opinion, whether you want ironsites or optics. They are both rifleman.

In v0.8, ironsites will be much more useful for CQB.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Ammo Rifleman

Post by Scot »

So in the next week something new is happening? Again this makes me happy.
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Katsu
Posts: 57
Joined: 2008-06-22 12:23

Re: Ammo Rifleman

Post by Katsu »

[R-DEV]fuzzhead wrote: In v0.8, ironsites will be much more useful for CQB.
Thanks for the info, plus this here looks good for the future of the ammo rifleman loadout.

Cheers. :-)
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