Page 8 of 8

Posted: 2007-05-02 14:53
by G.Drew
yeh sounds good...if ALL PR n00bs understood the concept of teamwork
which they cant cause there n00bs obv

Posted: 2007-05-02 15:04
by jmull
Dyer |3-5| wrote:With that few bullets for the sniper, will they be one shot one kill?
If your a good sniper you should be killing with one shot anyway,
If not so good killing with one shot you should leave the sniper kit for someone who is,
as you don't get many sniper kits you want the best sniper you can get.

Posted: 2007-05-02 15:21
by paco
Jeeves wrote:So what your saying is promote teamwork unless you are the insurgents, then you are just an untrained civilian and shouldnt work together like an organized army.


Au contraire. What I'm saying is, you don't get a rifle issued to you the same way a real military sniper would, with plenty of ammo. Maybe you found it, took it from a dead guy (TK'd your neighbor), whatever.. You need the help of others to get more rounds. You know, the word has spread around village, you've got your hands on a precision rifle. Everyone wants to chip in. Use your imagination.

Posted: 2007-05-02 16:00
by Dyer |3-5|
jmull wrote:If your a good sniper you should be killing with one shot anyway,
If not so good killing with one shot you should leave the sniper kit for someone who is,
as you don't get many sniper kits you want the best sniper you can get.
I would agree with you if it wasnt for BF2 hit box detection. And I'm betting the rifle will not be that accurate to begin with.

Posted: 2007-05-02 16:13
by Outlawz7
jmull wrote:If your a good sniper you should be killing with one shot anyway,
If not so good killing with one shot you should leave the sniper kit for someone who is,
as you don't get many sniper kits you want the best sniper you can get.
Yea, no more lone wolfing...you'll need at least a rifleman for ammo and CQC protection as well as a Spec Op for SOFLAM....The Sniper'z Family...lol

Posted: 2007-05-02 16:36
by Rick_the_new_guy
Chuffy wrote:Yeah okay, having commanders being able to place down bunkers and riflemen equipped with entrenching tools obviously means that things are becoming more assualt orientated.
Goodpoint, I guess I freaked out there (actually I was being a little bit of a smart ***).

The only reason I can think of the claymores being 86 (the very time when they are truly needed in the mod) is because of a coding issue or something.

It is just so ironic that they leave the battlefiled right when conditions favor their use.

/Ric bangs head against his keyboard.

Posted: 2007-05-02 18:49
by youm0nt
Jeeves wrote:I would rather have 50 rounds and not use them than 10 rounds and need more. Besides if you are "sniper" covering your squad you arnt going to leave your high post to run down and get ammo from the squad you are covering and then back up there to cover them again.
Who said anything about you leaving your post? Request some ammo to your squad over VOIP and then you'll have plenty of ammo...

Posted: 2007-05-02 19:34
by Jeeves
youm0nt wrote:Who said anything about you leaving your post? Request some ammo to your squad over VOIP and then you'll have plenty of ammo...
So the rifleman is suppose to leave his post to bring me ammo? Yes you could always get him to drop ammo before the assault. But what I am getting at is why would someone only carry 2 stripper clips for a weapon, I understand it is a russian rifle and that is how the russians fought...

My main point is even if someone started out by finding the gun and 2 stripper clips they could go to supplies/rifleman who has ammo and get more and would prob carry more than just 2 stripper clips. I can see him starting with 2 but then being able to get more and maxing out his carry at 10 stipper clips. But then you should do that with all the insurgent guns (which would realy take away from the balance that is needed since it is still a game).

In reality war is about getting an advantage over your enemy, games are about giving everyone an equal playing field.

Posted: 2007-05-03 00:03
by Rick_the_new_guy
So this is interesting, the complete layout of limited kits for .6.
I like how the light AT are limited to such a low number.

Limited Kit Quantities
The number of kits available is adjusted dynamically based on the number of players on a team. The figures below represent the v0.6 Official Settings for kit availability.

[edit]8 players or less on the team
0 Sniper
1 Marksman
1 Support
1 AA Rifleman
1 Heavy AT
2 Light AT
2 Grenadier
[edit]16 players or less on the team
1 Sniper
1 Marksman
2 Support
1 AA Rifleman
1 Heavy AT
2 Light AT
2 Grenadier
[edit]24 players or less on the team
1 Sniper
2 Marksman
3 Support
2 AA Rifleman
2 Heavy AT
3 Light AT
3 Grenadier
[edit]32 players or less on the team
2 Sniper
2 Marksman
4 Support
2 AA Rifleman
2 Heavy AT
4 Light AT
4 Grenadier
Retrieved from "http://guide.realitymod.com/index.php?t ... t_limiting"

Looks like the Quatermaster can issue up to 20 limited kits. With say five Officer kits for SLs and the CO, that leaves less than ten spots for the base kits. I feel confident that Support, Light AT and Grenadier will be accesiable most of the time when you take into account the medics/Rifleman/Spec Ops/ Crewmen/pilots/ and engies that will easily be a third of all the kits being played.
___

GL is more limited than I thought, but the amo has been increased a lot. Fair enough. The GL guys would do well in a support squad backing up an assault. With that many rounds of explosive and smoke, two guys should help out a lot on softening up the enemy and causing chaos.

Grenadier
The grenadier is primarily an anti-personnel role. Its grenade launcher gives the ability to fire an explosive round at a distance clearing areas from infantry, obstacles, as well as light vehicles.

In addition to the explosive launched round,the grenadier has a launched smoke round. This round is great for putting smoke ontop of an enemy fortified position, filling the area with smoke allowing units to move through open spaces with concealment.

Kit

Knife
Assault Rifle with Optics (8+1 magazines)
Explosive Grenade Round x 7
Smoke Grenade Round x 4
Field Dressing x 1

Posted: 2007-05-03 00:28
by Rick_the_new_guy
Here is a thought for the devs to look at

Bring back the anti-personnel kit.

Give them three claymores ( they can rearm and put down up to six claymores down.) For good measure, increase the splash damage of the claymores by 100%.
binocs
armour
assault rifle
field dressing x1
the shovel

Take the shovel away from the Rifleman so they can focus on shotting things and handing out ammo.

This set-up will allow the CO support squad to have a nice solid defensive kit in the squad.
So the XO squad would have:
1. Engi (SL and number one to the CO, makes things happen and makes sure the equipment is maintained. Supplements the defense of the CP with mines.
2. Anit-personnel or whatever cool name the devs come up with. Helps the SL in making the assests. Supplements defense of the CP with Claymores.
3. Rifleman. Defends the builders in the squad. Resupplies with gear and ammo. Acts as a forward Observer and keeps and eye on the claymore kill zone if the anit-personnel guy needs to do some digging.
4. Engi/Antipersonnel. Supplents the numba 1 and 2 guys. Most likely mans the AAA, or recons/checks/protects the flanks of the assaulting squads as they move forward from the fire-base/bunker/and watches the claymore kill zone.

It is important for the XO squad to leave the limited kits for other squads and not to have a full squad hanging out at just one CP. So you may need to have fire-teams assighend to differnt CPs.
Opps, I am already getting into tactics.

Posted: 2007-05-03 00:44
by youm0nt
Your suggestion is out of the question then, I guess...

Posted: 2007-05-03 04:08
by Jaymz
jmull wrote:If your a good sniper you should be killing with one shot anyway,
If not so good killing with one shot you should leave the sniper kit for someone who is,
as you don't get many sniper kits you want the best sniper you can get.
Both yourself and Dryer need to realize that PR uses damage templates for different rounds NOT different weapons like pretty much all other FPS games do.

Posted: 2007-05-03 12:37
by 77SiCaRiO77
so, the g3 do the same damage than the m14 ?

Posted: 2007-05-03 13:01
by Clypp
77SiCaRiO77 wrote:so, the g3 do the same damage than the m14 ?
Theoretically yes. :(

Posted: 2007-05-03 13:02
by Maxfragg
no, because the m-14 usualy uses high precesicion rounds with a higher speed than the normal assault rifle rounds, so the m14 does a bit more damage

Posted: 2007-05-03 15:07
by SethLive!
maxfragg speaks the truth

Posted: 2007-05-03 19:28
by Jaymz
Maxfragg wrote:no, because the m-14 usualy uses high precesicion rounds with a higher speed than the normal assault rifle rounds, so the m14 does a bit more damage
Yes, it's slightly higher grain which egg has coded in. The result on an unarmored target? You bleed for a second or two instead of insta-dying =P

Posted: 2007-05-03 19:36
by Top_Cat_AxJnAt
and for those lucky few wearing a couple or ten or so Kelo grams of kevla and cermic plate, what fate lies for them..............three seconds bleed, only jkes.
???????


But can an armoured chap (full body armour) take 2 or 3 rounds to the chest of 7.62mm in PR (ignoring realism for 101 decent reasons)??

Posted: 2007-05-03 19:42
by Jaymz
They can take 2 I believe before becoming critically wounded. Which at least is a way of simulating them being knocked down by the round, US body armor is well capable of stopping those rounds but if you're hit by one or two you're not exactly rushing back into the fight.

Posted: 2007-05-03 19:54
by Top_Cat_AxJnAt
and the total INability to model injuries to arms and legs, while allowing the torso (cermic covered) to take litteraly 4/5 rounds
Although, firefights, with disabled players littering the area would be brilliant and would FORCE PLAYERS TO DUCK becuase a single hit to any of your limbs would effectivley reduce your ability to fight back, by, say, a 100%!!!

Noobs would or any player for that matter, would have no choise but to take every bullet more seriously. This is becuase at present there is a chance you can get hit 3 times anywhere but your head, that you can return fire, heal and return fire BUT with damages to 1 arm and 1 leg you would be made to; hide and stop firing, spend 10-20 seconds bandaging both your arm and leg, then return fire but by then, they would have flanked you, close enough to....you'd be DEAD cos you frags still and always will kill..... ;-) :p