Page 7 of 15

Posted: 2007-06-11 19:01
by Taffy
err... no, Duke, I don't. You're supposed to look for cover that offers you:
Protection from enemy fire;
Cover from view and a route out;
A clear view of a deep and wide arc of fire.

Then I line up the shot and pop the trigger.

Posted: 2007-06-11 19:14
by Lampshade111
Leave it, I don't want my M4A1 taken away. The SLAMs are always nice too.

Posted: 2007-06-11 21:09
by blackeagle1992
having paratrooper with those weapons will be cool but if thats what will be done give them another uniform with a decent helment for crying out loud

Posted: 2007-06-11 21:50
by Bobert08
I agree with the carbine idea. A lot of carbines are issued to infantry depending on availability. Not as frequently as rifles, but it's on a more "what's available" approach.

Posted: 2007-06-12 02:08
by NaZar3TH
For the USMC-
turn the spec ops into Marine Force Recon

give them a:
1911 Colt .45 ACP-4 mags
M4 Carbine w/ optic + supressor -4 mags
knife
1 grenade
1 smoke
4 SLAMS
SOFLAM

they currently do fight in the dustbowl atm so they shouldnt be removed from PR.
however, definately make it a limited kit. 8 to a 64p server, 6 to a 32p server , 4 to a 16p server

a M4 has a shorter barrel than a m16, so itll do less damage, less range, etc

Posted: 2007-06-12 02:59
by ZanderArch
NaZar3TH wrote:For the USMC-
turn the spec ops into Marine Force Recon

give them a:
1911 Colt .45 ACP-4 mags
M4 Carbine w/ optic + supressor -4 mags
knife
1 grenade
1 smoke
4 SLAMS
SOFLAM

they currently do fight in the dustbowl atm so they shouldnt be removed from PR.
however, definately make it a limited kit. 8 to a 64p server, 6 to a 32p server , 4 to a 16p server

a M4 has a shorter barrel than a m16, so itll do less damage, less range, etc
Greatest idea yet. Though still suffering from the "Spec Ops don't operate along side Standard Forces", it at least brings the detachment closer to the standard army.

But, no Offensive grenades, leave their equipment like it is now. Two Smokes, no frags, SLAMS (Which I think they need to carry more of) and the SOFLAM should definitely come back as a replacement for the Binoculars. It is one of the few reasons to go SF for a teamwork purpose.

I know I used the SOFLAM almost all the time when I played .5 and went Spec Ops. Only pair of Long Distance View devices that standard troops could use, aside from the AP Rifleman, but I usually get into CQB rather than Trench wars.

Posted: 2007-06-12 03:18
by BetterDeadThanRed
NaZar3TH wrote:For the USMC-
turn the spec ops into Marine Force Recon

give them a:
1911 Colt .45 ACP-4 mags
M4 Carbine w/ optic + supressor -4 mags
knife
1 grenade
1 smoke
4 SLAMS
SOFLAM

they currently do fight in the dustbowl atm so they shouldnt be removed from PR.
however, definately make it a limited kit. 8 to a 64p server, 6 to a 32p server , 4 to a 16p server

a M4 has a shorter barrel than a m16, so itll do less damage, less range, etc
Umm... then we will have 64 special forces and if you're lucky, maybe a few snipers or officers.

Great idea if you don't take into account that whole people actually playing the mod thing.

Posted: 2007-06-12 03:21
by Blackhawk 5
Leave it, possibly a limited but make a lot more mabye perhaps under 10 per team. It good to have some guys go sneak up behind main base and destroy commander assets which good yes?

Posted: 2007-06-12 03:27
by BetterDeadThanRed
...a limited kit doesn't solve the extra slot bit.

What do we do with that slot then?

Posted: 2007-06-12 04:37
by Teek
Knife
Pistol
MP5
Signal Grenades
SOFLAM
3 Slams
Ghilie suit? (so he blends with Sniper)

Posted: 2007-06-12 13:54
by BetterDeadThanRed
Cmon, the problem is not the spec ops class is underused or underpowered, its that its not realistic. There needs to be a suggestion that completely eliminates it, not makes it more powerful. 3 slams and a ghilie suit with a spray and pray machine of death weapon? I think we are really pushing it.

Posted: 2007-06-12 14:13
by gazzthompson
BetterDeadThanRed wrote:...a limited kit doesn't solve the extra slot bit.

What do we do with that slot then?

y do u need to fill the slot ? .6 only got 4 slots

http://www.youtube.com/watch?v=le9ub2Fn ... ed&search=

also as u can see by this video at 3 mins in SF do partol the strees during day , and i bet the near by US forces arnt that far away.

Posted: 2007-06-12 15:30
by apollo
From what I read from the 100+ posts the main problem is just with US special forces kit, the M4a1 having full autofire and optical sight.
Full auto weapon that no other US kits have... Much more efficient at close quarter... hence explaining it's success... But we are back to the full auto problem for US army that has been raging on for ages so I will skip it... ;-)

- So just makes M4a1 full auto recoil and bullet dispersion more important, the weapon less efficient and you will get rid of the problem (I do not know about realism though, devs just tell me :wink: )

- New M16A4 with optical sights in 0.6 will help to even things a bit too between kits in US Team...

- Keep special forces at least on some maps as they are very important to destroy vital enemy installations (AA guns on Mutrah city above all, this map being already a nightmare to win for US army).

Posted: 2007-06-12 15:54
by El_Vikingo
What about the MEC and PLA SF? They don't have the M4A1, so what are they supposed to do?

Posted: 2007-06-12 16:09
by ZanderArch
El_Vikingo wrote:What about the MEC and PLA SF? They don't have the M4A1, so what are they supposed to do?
Exactly a problem I was thinking of. Only less focus on the weapon and more focus on the class it self being unrealistic.

We could always just ignore the realistic aspect of it...
I mean, come on, seriously, the class works. I don't find it to be a negative team work kit. If anything it encourages the Spec Ops to stick with a Squad so he has medical support for his light armoured butt and and ammo support for his SLAMs, which make the class very useful. Plus, they only increase the Squad's capabilities by adding an effective CQB Weapon to their Arsenal. And honestly, I seriously think they should get a Range Finder View Weapon, I'd want the SOFLAM so a Spec Ops could employ Airsupport (Behind enemy lines, see a tank rolling out you couldn't destroy, request an A10 do a fly by and hit your marked target. OR fill the role of Officer in a Squad without one under extenuating circumstances.), but an equivalently would work.

And removing it just creates a void, what would go there? Nothing? Just reduce the teams to Three kits? Or what?

Posted: 2007-06-12 18:53
by Outlawz7
No no, people do play the MEC, PLA and GB SF kits, its not in the gun or anything, they just want to be 1337...

They just need to figure out, that they depend on other 2 classes, Medic and Rifleman...or get owned and whine, teamkill and stop playing or go Apache camping on Al Basrah...

Posted: 2007-06-12 19:41
by BlackwaterEddie
Get rid of them, score whores, lonewolves and new people to the game are the only ones that use it, lets get a bit of skill involved a game and not instaprone after instaprone of M4 goodness, get rid of the SF class, its about as realistic as donald duck being on the front lines.

The MEC spec ops is about as useful as herpes with that HK53
The Chinese spec ops wears a red beret, nuff said
The Brit spec ops has an M4 variant that can hit anything up to 500m in a quick burst
The US spec ops is the same as the Brit one minus the snazzy combats.

Overall, its an overplayed, overpowered and overstupid kit that id like to see the back of, if the DEVs dont want to part with it, stick it in the request kit, id rather be shot with a grenade point blank then have to suffer another "GET SOME!" from sugar highed teenagers brandishing full auto weapons.

Posted: 2007-06-12 19:47
by DirtyHarry88
It's not overpowered at all. No armour or grenades is a big weakness and automatic fire is only useful in CQB.

Posted: 2007-06-12 19:48
by BlackwaterEddie
in CQB,so, majority of maps? ;)

Posted: 2007-06-12 19:50
by DirtyHarry88
Trying to hit something at 500m with anything other than single shot is near enough impossible as well.