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Re: Breacher Class Problems
Posted: 2014-06-03 18:59
by [FIN]TJ
Adding 4x scopes on breacher's primary loadout was unnecessary in my opinion.
Like Liam said.
Re: Breacher Class Problems
Posted: 2014-06-03 22:26
by Brooklyn-Tech
facepalm.jpg
removing grenades from the breacher is like removing the scope from the sniper.
Breacher by definition is a CQB kit designed to clear buildings.
Why the scope was added is beyond me.
Running around by yourself w/ a breacher being all 1337 and stuff killing fobs may be fun (I can attest to it as I do it myself) but it has nothing to do with the kit's designated role.
If the DEV's want to add a scope to a 1337 kit it should be the Combat Engi.
There is makes sense since that kit's designed role is to avoid contact up front as he is moving about the map alone (especially since it's a heavily limited kit). If adding a scope to the CE is not the route they want to go then I would honestly replace the big C4 w/ binoculars for two reasons:
- The CE needs a way of locating enemy movements so he could traverse the landscape in a manner which does not endanger him.
- There is no need for a big C4 in the game tbh. One small C4 stick is essentially all it takes to kill fobs and caches. I love running up to APC's w/ the CE and killing them w/ glitched C4's but I must admit that not only is it unrealistic but also detrimental to the gameplay. On CQB/woodland maps the CE is just as effective as the HAT kit, which isn't right.
[im saying to remove the big C4 because the CE has no more slots left to put the binoc's]
Adding a scope to a kit whose primary role are CQB fights and clearing buildings makes completely no sense. DEV's y u do dis??
I'm sorry DEV's if it seems that I'm hating but I honestly do not see ANY reasoning behind these changes...
Sorry about the OT about the CE, but at this point in PR the CE and breacher are hand in hand tbh (which they shouldn't be).
In other news: please bring back the iron sight C7 for Canada. It was WAAAAAYYYY better than that eotech ****.
Re: Breacher Class Problems
Posted: 2014-06-03 22:41
by ComradeHX
Brooklyn-Tech wrote:facepalm.jpg
removing grenades from the breacher is like removing the scope from the sniper.
*facepalm*
For the last time; you have shotgun for cqb, and teammate for throwing grenades.
Re: Breacher Class Problems
Posted: 2014-06-03 22:57
by LiamBai
I'm entirely with Brooklyn on this. Breacher needs nades, not optics.
Re: Breacher Class Problems
Posted: 2014-06-03 23:19
by ComradeHX
LiamBai wrote:I'm entirely with Brooklyn on this. Breacher needs nades, not optics.
So you want squad with scoped rifles covering for your *** in cqb while you go to toss nades; instead of you covering squad with shotgun while squad toss nades?
Re: Breacher Class Problems
Posted: 2014-06-04 02:34
by Wheres_my_chili
I may be mistaken, but aren't most real world soldier trained to use their rifle in combat rather than a shotgun?
Also, rifle is way better than a shotgun in a small room.
Re: Breacher Class Problems
Posted: 2014-06-04 03:18
by ComradeHX
Wheres_my_chili wrote:I may be mistaken, but aren't most real world soldier trained to use their rifle in combat rather than a shotgun?
Also, rifle is way better than a shotgun in a small room.
These are "special" people.
Rifle way better than shotgun in small room? I guess people complained about "stopping power" of 5.56mm rounds because they have no idea what they are talking about.
Re: Breacher Class Problems
Posted: 2014-06-04 11:33
by gamma_gandalph
It depends. If you have impeccable aim and good reflexes, the shotgun is better in a small room. If you lack either or even both, spray'n'pray is a lot more likely to get you out alive with a full auto rifle...
Re: Breacher Class Problems
Posted: 2014-06-04 11:55
by Hurricane
I also think the breacher kit should have the red dot / iron sights versions of the factions assault rifle again. It worked pretty well and I don't see why everybody in a squad should have magnified optics.
Re: Breacher Class Problems
Posted: 2014-06-04 13:13
by ComradeHX
gamma_gandalph wrote:It depends. If you have impeccable aim and good reflexes, the shotgun is better in a small room. If you lack either or even both, spray'n'pray is a lot more likely to get you out alive with a full auto rifle...
Some factions have semi-auto shotguns.
Re: Breacher Class Problems
Posted: 2014-06-04 14:28
by Brooklyn-Tech
please find me photos, videos or written evidence of real soldiers breaching and clearing rooms where the point man has magnified optics.
if you find evidence that this occurs i will personally write a letter to the DEVs asking them to remove all iron sights from the game.
Legitimate sources only. no hollywood, no kids dressing up and playing airsoft, no video games.
Re: Breacher Class Problems
Posted: 2014-06-04 14:59
by Nate.
To breach, you need grenades. Please don't remove grenades.
Don't fix what isn't broken. The Breacher kit is perfectly fine as it was.
I fully agree with Brooklyn here.
Re: Breacher Class Problems
Posted: 2014-06-04 16:27
by ComradeHX
Nate(GER) wrote:To breach, you need grenades. Please don't remove grenades.
Don't fix what isn't broken. The Breacher kit is perfectly fine as it was.
I fully agree with Brooklyn here.
To
breach you need shotgun, not grenades.
It needs to open the door; not blow up your team.
Re: Breacher Class Problems
Posted: 2014-06-04 16:30
by gamma_gandalph
Brooklyn-Tech wrote:Legitimate sources only. no hollywood, no kids dressing up and playing airsoft, no video games.
One minute google search:

Assuming the AR is his.

Description: File:U.S. Marine Corps Lance Cpl. Jonathan Callis, a
point man assigned to India Company, Battalion Landing Team, 3rd Battalion, 2nd Marine Regiment, 26th Marine Expeditionary Unit (MEU), loads a magazine during 130425-M-LP523-012.jpg (emphasis mine)

That's an ACOG on his rifle, is it?

Grenade Launchers for breachers!!!!!!! (kidding)

And so on ad infinitum
Admittedly, you mostly find pictures of soldiers with only shotguns and also some with soldiers using a shotgun and a rifle with some CQB sights (no ironsights, though...).
But I think that from a gameplay perspective, giving breachers scopes is a great idea. That may reduce sights variety, but for me at least, gameplay trumps reality. I mean it's a bit pointless to argue reality anyways, considering the way troops are deployed and organized IRL vs. in game.
Re: Breacher Class Problems
Posted: 2014-06-04 16:30
by ComradeHX
Brooklyn-Tech wrote:please find me photos, videos or written evidence of real soldiers breaching and clearing rooms where the point man has magnified optics.
if you find evidence that this occurs i will personally write a letter to the DEVs asking them to remove all iron sights from the game.
Legitimate sources only. no hollywood, no kids dressing up and playing airsoft, no video games.
Please find me photos, videos, or written evidence of real soldiers shooting at long range with vision that is capped at 1920x1080 resolution(assuming it's the standard definition for most players).
If you find evidence that this occurs, I will personally write a letter to the DEVs asking them to remove all ironsights from game.
Legitimate sources only. No hollywood, no airsoftards, no video games.
A point man isn't always breaching rooms... Not all of PR is 100% MOUT either.
Re: Breacher Class Problems
Posted: 2014-06-04 17:33
by Roque_THE_GAMER
why the Russian Breacher have hes shotgun removed? now he seems more like a no binocular spotter.
in real life the Russian Breacher (point man, whatever) not use shotguns?
Re: Breacher Class Problems
Posted: 2014-06-04 17:41
by M42 Zwilling
Roque_THE_GAMER wrote:in real life the Russian Breacher (point man, whatever) not use shotguns?
That is correct.
Re: Breacher Class Problems
Posted: 2014-06-04 17:45
by Mikemonster
Is a shotgun even a combat weapon? I always presumed they were instead used as a breaching tool.
They certainly aren't combat effective in PR, not compared to a 'normal' gun.
Fun to play with, occasionally, but not lethal enough in PR to bother with unless you are playing ninja.
Re: Breacher Class Problems
Posted: 2014-06-04 18:02
by Roque_THE_GAMER
[R-DEV]M42 Zwilling wrote:That is correct.
seems fine to me, since in insurgency they don't need open doors but my in my point of view the AK74M does not seems to be a good gun to close quarters, do they in real life they use other kind of gun to close range?
and what device they actuality use for breaching if the need it?
Re: Breacher Class Problems
Posted: 2014-06-04 18:11
by Chuva_RD
ComradeHX wrote:To breach you need shotgun, not grenades.
It needs to open the door; not blow up your team.
ok, describing situation. You need to kill me in T-shape, of course I above you. I'm staying in the usual room for coreving stairs and see only stairs. Surely I'm in more safe position comparing to guy on stairs. You can't see me, you only know what I'm in this room. If someone goes on stairs in T-shape I usually shoot him.
So there are two ways for you: step on ladder and risk your life or throw grenade from safe place and than engage not worrying about me for 2 seconds. What's you choose? Let's start from that all movements and all actions must be done with minimal damage and risk for you and maximum damage for me. That is logical and not need to be proved for anyone.
I'm just reading your posts, thinking about words you say and not understanding: is this man ever played PR at least once on public in CQB?