rifleman suggestion

Suggestions from our community members for PR:BF2. Read the stickies before posting.
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

rifleman suggestion

Post by single.shot (nor) »

i've seen through the *** thread, but i did not find anything about the following.

i often find myself playing unscoped rifleman, since the short sight in time is great, but when i get out of the CQB areas i am made unuseful on the battlefield(unless i know how to aim perfectly,which i dont).

i suggest that we give the UNSCOPED rifleman a slight edge.
from the list below i think they need one o' these things:

a signal nade
remove ammo from optics
an extra smoke/fragmentation grenade
slightly more sprint(gameplay thing, not a realism issue)
TINY movement speed increase
(said before)shotgun with slug/buckshot
an extra magazine
slightly faster shoveling

none of these suggestions are to "increase realism", but to improve gameplay.
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: rifleman suggestion

Post by Spec »

Hmm... some extra ammo wouldnt hurt I guess. But we'll see what the Dev's were planning for 0.85, maybe they already have an idea.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: rifleman suggestion

Post by gclark03 »

No, just give him a shotgun or even a remote-detonated claymore. Those claymores aren't quite as game-killing as we want to believe, but they could be very useful if deployed properly.

Noobs grabbing the kit just for the claymores will be justly rewarded with the lack of a scope.

Well, let's ask first: why do the two Rifleman kits exist? Why is there a choice at all? Do we really want one of them to be used more than the other, or are they just there to provide a situational choice?

Depending on the answer to the above question, the perk - shotgun or claymore - could be given to one kit, or both.

(Don't you even dare mention those laws that prohibit anti-personnel mines. Two reasons: First, the World War III this game takes place in would brush away any such law. Second, it's best to get all those laws and storylines out of the way of progress.)
Caboosehatesbabies
Posts: 335
Joined: 2008-08-25 19:01

Re: rifleman suggestion

Post by Caboosehatesbabies »

Why is there a problem that the optics rifleman isn't as good at long range?

Optics Rifleman has the scope, therefore better at long range, ironsights rifleman is great are close range, with shorter sight in time and better sight picture.
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe

Image
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: rifleman suggestion

Post by AnRK »

Alot of that frankly is a bit silly, I think to be honest the whole point of the ironsights kit is a preference thing for close quarters. Also makes up for the lack of reflex sight (the ablity to use the iron sights/some sort of backup sights when a scope is attached.

Ammo used to be an ironsights only thing, but it got changed in .75>.8 and it didn't really work out and there ended up being no-one carrying ammo.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: rifleman suggestion

Post by gclark03 »

If you read my post, that's the very question: do we really want to give an incentive for using ironsights by giving the irons Rifleman an extra gadget or two, or do we want to give these gadgets to both Rifleman kits and leave it as a balanced choice?
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: rifleman suggestion

Post by Waaah_Wah »

They dont need more ammo, they need a claymore!
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: rifleman suggestion

Post by charliegrs »

do regular riflemen get claymores in real life? if i had to take a guess {and i could be wrong} id say they dont. like someone said previously, i also believe its a situational thing. you get the choice between having an advantage in longe range fighting or short range CQB type combat. with the addition of the m68 in .8 i find myself using the ironsight riflemen quite often, and i like having the choice.
known in-game as BOOMSNAPP
'
bigpimp83
Posts: 180
Joined: 2008-05-03 02:11

Re: rifleman suggestion

Post by bigpimp83 »

if you're going to give a clamore to a kit give it to a specops or sniper.
YOU CANT STOP ME!!!
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: rifleman suggestion

Post by gclark03 »

Do you realize that we're talking about clacker-detonated claymores? Why would that be best for SpecOps/Sniper? They should die if infantry is able to sneak up on them.
Duke
Retired PR Developer
Posts: 948
Joined: 2006-10-22 22:23

Re: rifleman suggestion

Post by Duke »

If anything, claymores should be given to the engineers. Iirc however, this was the original intention but something got buggered with the claymores themselves coding wise, i dunno.

Anywho, the option between ironsights and scope is just that, an option. Its a matter of personal preference and situation. No point giving an extra advantage to either kit, as they both posses their own advantages in different situations anyway.
Image

[R-DEV]Eggman - At one point it said Realtitty which I think was a Freudian...
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: rifleman suggestion

Post by Eddie Baker »

charliegrs wrote:do regular riflemen get claymores in real life? if i had to take a guess {and i could be wrong} id say they dont
Claymores are quite often issued to regular riflemen.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: rifleman suggestion

Post by AnRK »

gclark03 wrote:If you read my post, that's the very question: do we really want to give an incentive for using ironsights by giving the irons Rifleman an extra gadget or two, or do we want to give these gadgets to both Rifleman kits and leave it as a balanced choice?
Eh? I did read your post, I was just replying to the OP...

Anyway, if there were to be any kit with claymores it would need to be limited.
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: rifleman suggestion

Post by single.shot (nor) »

claymores, claymores, claymores...
i think a claymore(a clacker one) would eventually change the role of a rifleman, from being a CQB "specialized" to being somewhat of a "CAMPER" class type of thing. i never "camp" in pr cus that kinda reminds me of ww1 style warfare and it just gets me killed.

if the enemy knows you are there, they just chunk a nade in there, wait for a bang, an youre gone. if they knew you had a clay, theyll prolly never enter there at all.
claymores are not overpowered in any way(clackers..), but i foresee that they might be abused..

lets say that u get 1 clay and its like vbf2 left click= fire, right click anothre clay, and u have ur ammo you could abuse the function in various ways.
i also see that ppl play rifleman unscope just for having "teh 133ts UBERclays".

i would not want a clay....
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: rifleman suggestion

Post by gclark03 »

single.shot (nor) wrote: i also see that ppl play rifleman unscope just for having "teh 133ts UBERclays".

i would not want a clay....
Invalid argument. The same thing happens with the sniper kit, and they - not the opposing team - suffer. Claymores are not imbalanced (with a clacker), and their addition could even keep the same fools from using the Sniper kit. It could also provide an incentive for newer, more curious/1337 players to stick with the iron sights kit, which could help balance the game - for a little while.

Once everything settles in, the claymores won't tip the balance of the game at all.

Also, the claymore can't be abused with ammo because the developers could easily modify the Python so that a player can only set one or two at a time.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: rifleman suggestion

Post by Rudd »

single.shot (nor) wrote: a signal nade - nah, use ur SL
remove ammo from optics - would mess up map dynamics
an extra smoke/fragmentation grenade - sure, why not
slightly more sprint(gameplay thing, not a realism issue) - nah, rather the squad moved reasonably the same, extra sprint wouldn't really give the desired effect imo
TINY movement speed increase - while using the ironsights? yesh
(said before)shotgun with slug/buckshot - yes, but same as engineer please. Visions of COD4.
an extra magazine - sure
slightly faster shoveling - nah
any change to the kit imo should be directed at the primary weapon with the intention of being superior in CQB/ranged
- i.e. giving irons a really significant advantage with both scoped in movement speed and accuracy.
Jay
Posts: 281
Joined: 2006-07-03 19:39

Re: rifleman suggestion

Post by Jay »

Clacker detonated claymores existed in 0.5, and I don't recall anyone ever using them.
Help Project Reality in Australia, join the bigD community!
http://www.bigdgaming.net/
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: rifleman suggestion

Post by Waaah_Wah »

Jay wrote:Clacker detonated claymores existed in 0.5, and I don't recall anyone ever using them.
I did and that was awesome.
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: rifleman suggestion

Post by gclark03 »

The above disproves any argument that claymores are imbalanced, doesn't it?

I remember the 0.5 claymores, and they were perfect - very useful when they're meant to be used, suicidal when they're not.

I know that this isn't the claymore thread, but keep that in mind if you want to see a rifleman kit (or the engineer) with some extra equipment.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: rifleman suggestion

Post by Conman51 »

i think they just need 1 more nade...nades are for close range..so it compliments the iron sights
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



Image
Post Reply

Return to “PR:BF2 Suggestions”