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Posted: 2007-09-30 16:04
by Morgan
Or you could just land the chopper??
Maybe a deployable Commander Asset, a parachute spawn position (like on the Special Forces Map, Warlord) only you spawn higher and is only open for a couple of minutes, representing the planes passing over the DZ for a limited time.
Posted: 2007-09-30 16:08
by SGT.JOKER
although I would like to use that rifle....I dont really like the idea because of the lone wolfing, that and chances are there will be TK's out the ying yang over the kit by the "IM BETTER THEN YOU" 10 year olds.....
Posted: 2007-09-30 16:10
by Eddiereyes909
Superior Mind wrote:Wouldn't this eliminate the need for the marksman class? Very bad idea.
lets see.
64 player map
64
- 2 snipers
- 2 marksmen
- 2 Spec Ops snipers
Equals 58 now you add in all the other kits and that gravelly takes away all the "Regular" infintry thats needed in a map like , say, Sunset City or Ghost Train (best map ever)
besides Parachutes for a sniper!
Posted: 2007-09-30 16:31
by LtSoucy
lets see.
64 player map
64
- 2 snipers
- 2 marksmen
- 2 Spec Ops snipers
Equals 58 now you add in all the other kits and that gravelly takes away all the "Regular" infintry thats needed in a map like , say, Sunset City or Ghost Train (best map ever)
besides Parachutes for a sniper!
Ok no it would NEVER removet hMarksmen or sniper. Here is how many would be advaileb for each team.(64)
Sniper-2
Marksmen-1
SF sniper-1
As u can see it would only replace 1 marksmen kit. Also if u do look at SF stuff teh ycarry M95's but hey who wants 1 of those on every map. And ok remove the paracute but SFC soldiers Have snipers attached to there unit. i like teh idea in my mind but what ever.
Posted: 2007-09-30 16:41
by Eddiereyes909
LtSoucy wrote:Ok no it would NEVER removet hMarksmen or sniper. Here is how many would be advaileb for each team.(64)
Sniper-2
Marksmen-1
SF sniper-1
As u can see it would only replace 1 marksmen kit. Also if u do look at SF stuff teh ycarry M95's but hey who wants 1 of those on every map. And ok remove the paracute but SFC soldiers Have snipers attached to there unit. i like teh idea in my mind but what ever.
so, other than having all those kewl thigies
what advantages does the SF sniper have that a marksmen who stays with his squad wouldn't ?
Posted: 2007-09-30 16:57
by LtSoucy
he has a quite gun, and can have a longer sprint, and more rounds.
Posted: 2007-09-30 16:59
by Onil
That SF sniper is a really bad idea...
About the parachutes i like Morgan's idea aswell!
Commander placed parachute spawn on a certain location that will only last a minute or 2 and can only be done only once in each round.
But i think that receiving the parachute based on time on chopper also works.
'Morgan[1CD wrote:;498282']Or you could just land the chopper??
Maybe a deployable Commander Asset, a parachute spawn position (like on the Special Forces Map, Warlord) only you spawn higher and is only open for a couple of minutes, representing the planes passing over the DZ for a limited time.
Posted: 2007-09-30 17:01
by LtSoucy
Did u ever try to snipe mosque on Al Basrah?
Posted: 2007-09-30 17:06
by Bob_Marley
LtSoucy wrote:Ok no it would NEVER removet hMarksmen or sniper. Here is how many would be advaileb for each team.(64)
Sniper-2
Marksmen-1
SF sniper-1
As u can see it would only replace 1 marksmen kit. Also if u do look at SF stuff teh ycarry M95's but hey who wants 1 of those on every map. And ok remove the paracute but SFC soldiers Have snipers attached to there unit. i like teh idea in my mind but what ever.

Yes, because replacing a squad/platoon level marksman with an SF sniper, rather than one of the snipers makes
perfect sense.
I don't support this idea, and if I did I'd say that it should remove 1 of the sniper kits rather than one of the Marksmen kits.
However, bad, bad idea and I hope that it will never be implimented.
Posted: 2007-09-30 18:45
by LtSoucy
really?
Posted: 2007-09-30 19:11
by Eddie Baker
Not a good idea. The Mk-12 would be appropriate on a map as the marksman's weapon where the US faction were represented by an SO task force, but to take the place of one of of the kits on a conventional map- no way. Then we get demanded to put in things that are unrealistic for the other factions to placate the whiners who say it is unbalanced just because there isn't anything that performs EXACTLY like it in the other factions.
Posted: 2007-09-30 19:14
by billdan
kit loadout sounds good, but
SF snipers working in a line infantry squad? wtf?
we need squad specialization if something like this would ever work
btw i agree about having less of some limited kits:
1 sniper kit (with 2 nades) should be available only if the team has 26+ players
1 marksman with 16+, 2 maksmen with 26+
only 1 powerful HAT (able to cause alarm or track a tank with nonfrontal hit) on the team no matter what
perhaps another HAT pickup kit could be placed on a few selected maps like kashan
all the other limited kit numbers are fine, imo
shouldnt most players be playing most as rifleman and then medic?
Posted: 2007-09-30 19:51
by General Dragosh
SGT.JOKER wrote:although I would like to use that rifle....I dont really like the idea because of the lone wolfing, that and chances are there will be TK's out the ying yang over the kit by the "IM BETTER THEN YOU" 10 year olds.....
How to solve the problem
1. Hack the kid's pc
2. Ruin the system
3. And wuoala..........one kid down ! (and a couple million to go)
Posted: 2007-09-30 20:50
by Mongolian_dude
LtSoucy wrote:Did u ever try to snipe mosque on Al Basrah?
No, because thats the enemies spawn...
...mongol...
Posted: 2007-09-30 20:59
by LtSoucy
i mean like at caches and stuff like that.
Posted: 2007-09-30 22:29
by Outlawz7
And give them fastropes, so they can jump over the building roof into a window on 45th floor and immediately kill everyone in the room?
Wtf are people smoking these days?
Posted: 2007-09-30 23:23
by DavidP
Whatever i'm selling them outlawz.
Posted: 2007-10-01 00:08
by Eddiereyes909
[R-DEV]xW0LFx wrote:nope not gunna happen
and that makes it official
Posted: 2007-10-01 00:32
by Jaymz
Project Reality is not directed by John Woo