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Re: ACOG for Rifleman Specialist

Posted: 2011-11-18 23:38
by 40mmrain
Mikemonster wrote:Scopes are great because you can headshot the enemy at a larger distance (it's about pixels, not skill - And why I pick scopes even on city maps). As mentioned it would be a bad idea because you would have a Rooftop Marksman kit instead of a CQB specialist/door breacher.
an ACOG on a regular rifle is by no means a marksman. The only rifle for conventional forces that has a decent caliber for marksman roles is the MEC, and even then the zoom on the scope is less than substantial.

There is no danger in giving the specialist an option to have an ACOG.

Re: ACOG for Rifleman Specialist

Posted: 2011-11-19 16:09
by ComradeHX
Mouthpiece wrote:Not true. If we forget about the "he has a shotgun" argument, than he's no better than a rifleman with ironsights.
Nades should be thrown by his squad/teammate; because shotgun is more effective close range, and Specialist should be using it to cover the teammate that goes forward to throw the grenade.

It is not like you are going to pull out a nade(painfully slow) in CQB and switch back to shotgun/rifle immediately(again, due to animation, painfully slow).

We all know it is nade first; but some times entry teams have a dedicated door opener...(and guess who is the ONLY guy in game that can open doors quickly without an explosion or burning incendiaries?)
40mmrain wrote:an ACOG on a regular rifle is by no means a marksman. The only rifle for conventional forces that has a decent caliber for marksman roles is the MEC, and even then the zoom on the scope is less than substantial.

There is no danger in giving the specialist an option to have an ACOG.
IDF had a Tavor for marksman rifle.

Re: ACOG for Rifleman Specialist

Posted: 2011-11-19 21:22
by 40mmrain
the STAR has a longer barrel, a bipod and stronger optics. It isnt just a regular ole infantry rifle.

Re: ACOG for Rifleman Specialist

Posted: 2011-11-19 22:24
by Mikemonster
Tarranauha200 wrote:That scopes/headshot thing was just joke, right?
Nope, you can easily kill people camping in T-Buildings and on balconies/behind walls.

I.e. on Muttrah scope is the best because you can headshot all of the AR's on rooves/crouch spamming. I haven't used ironsights since v0.95.

That's why I wouldn't like to see it in the Specialist (ninja rope) kit!


If you rely on Ironsights to pwn in CQB then you're doing it wrong. With a scope you can easily disable and confuse a squad, whilst still having the ability to camp doors in CQB. If you're assaulting in CQB to the extent that you must have ironsights because you aren't engaging at medium range then I personally think you're playing a very high risk game. Like I said, at anything over 50m the scope gives you a far bigger target to hit with no disadvantages (unless you're badly positioned). People may say that you can't see around you/other targets, but I don't engage if that's likey because you want to be seen only by what you're shooting! (i.e. fire from a window and you only have the chance to take fire from in front (and you're already watching)).

Agree that in real life he'd have an ACOG. Not sure if it'd be a good idea in PR, that's all. Saying it would make Specialist the Ninja Marksman kit was hyperbolic, but still, it would give someone a lot of advantages.

Not altogether bothered either way though, just wanted to weigh in my 2c

Re: ACOG for Rifleman Specialist

Posted: 2011-11-19 23:50
by ShockUnitBlack
The STAR uses the ACOG, eg regular rifle optics...

Re: ACOG for Rifleman Specialist

Posted: 2011-11-20 02:32
by karambaitos
ShockUnitBlack wrote:The STAR uses the ACOG, eg regular rifle optics...
how often do you shoot it undeployed?
unless its CQB you dont

Re: ACOG for Rifleman Specialist

Posted: 2011-11-20 23:38
by ComradeHX
All this discussing will be for nothing when backup sights are functional.

Re: ACOG for Rifleman Specialist

Posted: 2011-11-21 23:23
by fuzzhead
I agree tbh.... maybe give the Scoped version something other than shotgun, so he isnt a desired kit for lonewolves (having both cqb shotgun and scoped weapons)... like a tripflare or grenade or something in place of shotgun

Re: ACOG for Rifleman Specialist

Posted: 2011-11-22 02:24
by Dev1200
[R-DEV]fuzzhead wrote:I agree tbh.... maybe give the Scoped version something other than shotgun, so he isnt a desired kit for lonewolves (having both cqb shotgun and scoped weapons)... like a tripflare or grenade or something in place of shotgun

Then how do you bust down doors?


I think specialist should be able to kick down doors, replacing melee with a kicking animation.

Plus a reskin to chuck norris :D

Re: ACOG for Rifleman Specialist

Posted: 2011-11-22 03:23
by =HCM= Shwedor
Maybe someone could create a simple door breaching charge to replace the shotguns door breaching ability. Such as the generic "AGP-DB14 Door Breaching Charge" found in the America's Army 2 game. Shouldn't be too hard to implement and not too powerful (far less powerful than a basic engineer's C4). This should complement an ACOG specialist very well while removing the CQB ability of the shotgun/maintaining 'balance.'

Re: ACOG for Rifleman Specialist

Posted: 2011-11-22 04:45
by ShockUnitBlack
Okay, but if you take the shotgun away from from the specialist, whom do you give it to?

Re: ACOG for Rifleman Specialist

Posted: 2011-11-22 09:50
by Mikemonster
THE SNIPER SPOTTER KIT!

(Sorry, couldn't resist.)

Don't see why he should lose shotgun. It's generally not useful compared to a rifle, even in CQB. If the Specialist is given a scope it won't mean that he'll own in cqb because of the shotgun, it just means he'll tend not to do CQB a lot.

I.e. removing the shotgun after giving him ACOG isn't actually addressing the problem.

Re: ACOG for Rifleman Specialist

Posted: 2011-11-22 14:40
by Stealthgato
Or, with the ACOG the shotgun gets breaching slugs instead of buckshot. PROBLEM SOLVED

Re: ACOG for Rifleman Specialist

Posted: 2011-11-22 15:55
by Dev1200
Stealthgato wrote:Or, with the ACOG the shotgun gets breaching slugs instead of buckshot. PROBLEM SOLVED
Fuck that.


There's no problem with shotgun. So lets all get off that topic.

ACOG for Rifleman Spec.

Honestly, irons are better, but it's good to have a few scopes in the squad. I think it's fine to keep it the way it is, however I wouldn't be much against giving a scope for specialist.

Re: ACOG for Rifleman Specialist

Posted: 2011-11-22 23:23
by Cassius
He already has the shotty for up to 50m acog would make kind of sense on the ar15

Re: ACOG for Rifleman Specialist

Posted: 2011-11-23 02:19
by Hunt3r
IRL a single MG can pin down entire squads of people, no one cries about how they're OP.

It's not as if an ACOG will magically increase the effectiveness of a single rifle, you still have to close with the enemy to get reliable kills.

Re: ACOG for Rifleman Specialist

Posted: 2011-11-23 02:41
by Stealthgato
Dev1200 wrote:Fuck that.


There's no problem with shotgun. So lets all get off that topic.

ACOG for Rifleman Spec.

Honestly, irons are better, but it's good to have a few scopes in the squad. I think it's fine to keep it the way it is, however I wouldn't be much against giving a scope for specialist.
Why do you care if he gets breaching slugs instead of buckshot if you think irons are better (and therefore I assume it's what you would keep using) anyways?

Re: ACOG for Rifleman Specialist

Posted: 2011-11-23 06:56
by Tarranauha200
Breaching slugs=civi blasting sniper?

Re: ACOG for Rifleman Specialist

Posted: 2011-11-23 07:26
by 40mmrain
Tarranauha200 wrote:Breaching slugs=civi blasting sniper?
breaching slugs are rather underwhelming in power.

Civi sniping is never a problem on al basrah with the brit's solid slug eotech fitted semiautomatic shotgun.