Use the wrong rounds and you won't kill anything, HEAT rounds are for AT and FRAG rounds are the ones used on infantry. The gunner in the video needs to learn the weapon he is using, and might want to go brush up on the ranging and aiming.
Bad gunner is bad and should feel bad for being so bad.
Re: CQC Shooting
Posted: 2013-12-14 18:06
by UTurista
'[FSA wrote:IrRahman;1967975']SPG effective against infantry? Sure:
In Tanks/APS "Heat" is against Soft targets(infantry) and "AP" against Armor
BUT in the SPG
"Heat" is best used for armor and "Frag" is against infantry, so you were using the wrong ammunition.
Re: CQC Shooting
Posted: 2013-12-14 18:23
by Brainlaag
What do you think HEAT stands for ? Maybe High-Explosive Anti-Tank? While FRAG-HE stands fro fragmentation, as in loads of little shrapnels = good vs INF, can be used against light vehicles too.
Derp, I should really read the post above me before posting.
Re: CQC Shooting
Posted: 2013-12-14 20:51
by Spectrium
He has a point about red dots on close quarter combat. Because there is very tiny parallax effect on red dots. So you do not need to wait for frustrating deviation wait time. You aim, shoot and say good bye.
edit: red dots or reflex sights has very little parallax effect too but it does not make any sense on close range
Re: CQC Shooting
Posted: 2013-12-14 22:20
by Rudd
as other said...wrong ammo [FSA]IrRahman...and I'm pretty darn sure the insurgent basic kits that don't carry ammo do carry grenades...
Re: CQC Shooting
Posted: 2013-12-14 22:56
by Murphy
[R-DEV]Rudd wrote:and I'm pretty darn sure the insurgent basic kits that don't carry ammo do carry grenades...
Unless I'm mistaken the only kits with grenades are the ones with ammunition bags as well, the bolt action weapons are the only ones with nades and ammo. If you opt for an automatic weapon you will be given your weapon/ammo, a knife/rock, a bandage, and SOME kits get binoculars not all. I know it's for a different topic but INS kits got raped this version, blufor received a massive boost in CQC with BUIS while INS get the nerf bat. For shame.
Re: CQC Shooting
Posted: 2013-12-14 23:54
by Rudd
Ah yes you're right, aside from the breacher which also carries a grenade.
tbh I do prefer this way since constant die-spawn insurgent attrition tactics end up being a bit COD where blind throwing grenades becomes a problem
not all Blufor got a big BUIS boost though Murph, USA only have two Buis kits iirc, so it's not as simple as saying Buis did it
If there are suggestions to improve aside from 'give everyone grenades again' then we'd love to hear em.
Re: CQC Shooting
Posted: 2013-12-15 00:36
by Murphy
I didn't really want to go too in depth with an Offtopic subject, but I agree it's beyond simply removing the grenades. The US vs Ins stack up isn't as one sided as when the Brits enter the battle, but I digress this a different discussion for a more relevant thread.
Re: CQC Shooting
Posted: 2013-12-15 07:53
by [FSA]IrRahman
'[R-DEV wrote:Rudd;1968034']as other said...wrong ammo [FSA]IrRahman...and I'm pretty darn sure the insurgent basic kits that don't carry ammo do carry grenades...
I ran out of ammunition for FRAG round, and even though I was using HEAT round it should kill people with direct hit. I mean even rock at such speed would kill someone instantly.
Re: CQC Shooting
Posted: 2013-12-16 12:09
by fatalsushi83
He's got a point. Even though those are HEAT rounds, he was landing them very close and even got a direct hit or at least hit a wall right next to an infantryman. That should have dropped him. How about adding a very small damage radius vs infantry for HEAT ammo?
And even though this is a different thread, Rudd asked for suggestions (thank you!) other than giving all insurgents grenades back so here's mine:
Take the grenades (meant for CQB) away from the bolt-action rifle kits (which are not meant for CQB) and increase the bolt-action rifle damage so you have a slight chance of taking down an infantryman at close-mid range with one hit. This would make them effective mid-range kits but not overpowered because of the slow rate of fire and lack of a scope. Next, give the AK kit one grenade (one frag to the standard AK and one RKG-3 to the folding stock AK). One grenade would keep the spamming down. To give people to incentive to chose the G3/AK-74SU kit even with these changes, give it binoculars OR an ammo bag.
I think that even small changes like this would make playing insurgents more fun and give them a slightly better chance while still emphasizing that they're under-equipped.
Re: CQC Shooting
Posted: 2013-12-16 16:44
by K4on
Calm down folks, not everyone is aware that there are some buffs coming in for insurgents next patch.
On the other hand I am tired of posting the details in every thread again, so one more last time a few summarized changes:
In the next version, Insurgents receive small buffes here and there. e.g. more booby trap kits, rgks added back, more kits with (limited) grenades (so dont exspect the pre 1.0 grenade spam [as rudd warned]) , the spg emplacements (including at techis) are a bit stronger now, a mine which can be placed as mine or ied, more greater splash /damage radius for AT rockets, including the rpg which also gets a better deviation, IED fixes (one type didnt kill fobs, etc.), bluefor has no 24/7 UAV lases up, and more...
Re: CQC Shooting
Posted: 2013-12-16 16:51
by SANGUE-RUIM
wow, good stuff coming on for the INS... iam very happy with this
Re: CQC Shooting
Posted: 2013-12-16 17:23
by [FSA]IrRahman
Good job, I really like that you actually listen to the community.
Re: CQC Shooting
Posted: 2013-12-17 05:20
by fatalsushi83
Thanks for letting us know, K4on. Looking forward to playing insurgents in the next version!