add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
-
AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
I think limit it to grenadier and auto-rifleman as they are most definitely standard issue kits, while DM and L-AT aren't ALWAYS present in squads it would seem.
Is there a way of using the FH2 method but relating it to individual squads though?
Is there a way of using the FH2 method but relating it to individual squads though?
-
[uBp]Irish
- Posts: 1794
- Joined: 2007-01-17 23:47
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
not sure if this is relevant, but have any of you played with a "12 man" squad?
2 SLs, setup rallies for their squad respectively. Only difference is that 1 squadleader is really "in charge" of all 11 men.
One squad is more the "assault" squad with
sl/medic/rifleman/rifleman/rifleman/engineeer
while the second squad is more the heavy weapons squad with
sl/grenadier/marksman/LAT/SAW/medic
the heavy weapons squad stays back and deals out some suppressive fire, while the assault squad goes in for the kills/cqc fighting. When not fighting the 2 squads would move as one, where the heavy weapon squad setups outside the area, while the assault squad moves in and clears.
Just another way to spread out the kits. The idea of SL/Medic/Rifleman/Gren/LAT/Marks/SAW seems really, oddly balanced.
2 SLs, setup rallies for their squad respectively. Only difference is that 1 squadleader is really "in charge" of all 11 men.
One squad is more the "assault" squad with
sl/medic/rifleman/rifleman/rifleman/engineeer
while the second squad is more the heavy weapons squad with
sl/grenadier/marksman/LAT/SAW/medic
the heavy weapons squad stays back and deals out some suppressive fire, while the assault squad goes in for the kills/cqc fighting. When not fighting the 2 squads would move as one, where the heavy weapon squad setups outside the area, while the assault squad moves in and clears.
Just another way to spread out the kits. The idea of SL/Medic/Rifleman/Gren/LAT/Marks/SAW seems really, oddly balanced.

-
ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
^ 12/10 man Squad FTW!'[uBp wrote:Irish;886796']not sure if this is relevant, but have any of you played with a "12 man" squad?
<snip>
With the 10 man squad as US Army or USMC, you can divide into two Humvees for transport.
-REad
-
SocketMan
- Posts: 1687
- Joined: 2007-03-09 22:03
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
People would spam LAT and RPG mostly the latter.Specially how APC/IFV/BTR/BMP's
will become more "popular" soon.Other kits - sure.
Why make all these beautiful models if it's impossible to use it in game?
(squad limitations)
will become more "popular" soon.Other kits - sure.
Why make all these beautiful models if it's impossible to use it in game?
(squad limitations)
-
[uBp]Irish
- Posts: 1794
- Joined: 2007-01-17 23:47
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
yepReadMenace wrote:^ 12/10 man Squad FTW!
With the 10 man squad as US Army or USMC, you can divide into two Humvees for transport.
-REad
i think where i was going with it (because i was still doped up from the codeine from my hernia surgery today) was that if we just put saw/grenadier kits as spawnable, and increase the amounts of marksman/LAT from what they are to maybe 4 -6 per team, this would increase the amount of these weapons that can be on the battlefield. Seeing as how APC's are going to be prevalent in .85, i think this warrants an increase in the amounts of LAT's that can be requested.
However, i think with this increase to offset the fact it could get very overpowered, it should stay like it is now, where if an enemy picks up that kit, than that kit is still considered in the world, and is taken into account on the "kit request pool" for that particular kit.

-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
there should always be a SAW gunner in a squad really
marksman...yep
Grenadier...realistically yes but I'd understand if grenadier was kept how it is since it could be spammy.
LAT...well...yeah, but with the number of men on the map blah blah blah
marksman...yep
Grenadier...realistically yes but I'd understand if grenadier was kept how it is since it could be spammy.
LAT...well...yeah, but with the number of men on the map blah blah blah
-
[uBp]Irish
- Posts: 1794
- Joined: 2007-01-17 23:47
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
stupid balance
Most of the pictures i've seen from iraq/a-stan (such sources!) have always had a grenadier in them. I want to say it's usually a SL that has it or another rifleman, but i think that at most...
SAW = spawnable
Grenadier = 7-10 for each team
Marks/LAT = 5-6 for each team.
Most of the pictures i've seen from iraq/a-stan (such sources!) have always had a grenadier in them. I want to say it's usually a SL that has it or another rifleman, but i think that at most...
SAW = spawnable
Grenadier = 7-10 for each team
Marks/LAT = 5-6 for each team.

-
[PR]AC3421
- Posts: 994
- Joined: 2006-11-06 01:40
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
wow I did not know they were taking requesting kits away from RP. Thats just stupid in my opinion. There comes a point where limiting stuff too much is just ridiculous. Why didn't they do that 3 releases ago then?? Its working fine the way it is now, just leave it. (In regards to kit requesting/amount of kits)
-
Blakeman
- Posts: 450
- Joined: 2007-11-21 20:49
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
With the loss of engineer as a selection at spawn I think the Auto Rifle fits the bill perfectly. Most of the Auto Rifles in PR are fairly prevalent in the armies/teams they are representing thus should be in dang near every sqd. The auto rifle is so toned down in its standing shooting anyway that it becomes much more of a covering device than 'uber shoot pwnz!' that other firearms (like the ppsh) are.
-
[uBp]Irish
- Posts: 1794
- Joined: 2007-01-17 23:47
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
agreeBlakeman wrote:With the loss of engineer as a selection at spawn I think the Auto Rifle fits the bill perfectly. Most of the Auto Rifles in PR are fairly prevalent in the armies/teams they are representing thus should be in dang near every sqd. The auto rifle is so toned down in its standing shooting anyway that it becomes much more of a covering device than 'uber shoot pwnz!' that other firearms (like the ppsh) are.

-
HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
NO more engy as spawn kit?!!? damn.
I def agree with gren/autorifle as unlimited spawn kits BECAUSE
unlike LAT, gren takes longer to aim, has deviation, and cannot be used until 50 m.
both of these kits have long animations, thus not making them very spammy.
and in real life, it is rare to not have weapons like those unavailable for a squad.
Why not LAT? so you can't do the good old thing from older versions: "Tank coming to rally point, everyone respawn as LAT"
I def agree with gren/autorifle as unlimited spawn kits BECAUSE
unlike LAT, gren takes longer to aim, has deviation, and cannot be used until 50 m.
both of these kits have long animations, thus not making them very spammy.
and in real life, it is rare to not have weapons like those unavailable for a squad.
Why not LAT? so you can't do the good old thing from older versions: "Tank coming to rally point, everyone respawn as LAT"
-
Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
Grenadier and SAW absolutely. Grenadier and SAW is absolutely realistic kits since you never see soldiers without them.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox


I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
-
gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
so its realistic, balanced and not OP to have a SAW an grenadier in every squad. is it possible to implement ? the spawn menu that is squad specific ?
-
Grasli
- Posts: 162
- Joined: 2007-02-13 18:05
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
Yep, "Automatic Rifleman" and "Grenadier" on the spawn "Kit selection"-screen but squad-limitated (1-2 per squad), and maybe maximum of 9 per team, ie. 1 per squad. What do you think about that?
And if you do this you may remove the need of "being 3 in a squad" before clicking on this kit. Or not?
Discuss everyone..
And if you do this you may remove the need of "being 3 in a squad" before clicking on this kit. Or not?
Discuss everyone..
-
GreedoNeverShot
- Posts: 213
- Joined: 2008-06-16 20:48
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
I think Automatic Rifleman and Grenadier should be the new spawn kits.
I think it should be 1 of each per squad.
That's it. no uber-1337 All auto rifleman squads or All Grenadier squads.
Max of 6 per team, by what it usually is.
I think it should be 1 of each per squad.
That's it. no uber-1337 All auto rifleman squads or All Grenadier squads.
Max of 6 per team, by what it usually is.
"If you outlaw guns, only Outlaws will have guns."
-
biffenh
- Posts: 9
- Joined: 2008-04-27 09:34
-
Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
Yes, one SAW per squad and one Genadier per squad, spawnable.
The other kits like LAT, Marksman, Combat Engineer, Rifleman AA, HAT should be more limited of course.
That way, a squad can usually have:
1. SL
2. Rifleman
3. Medic
4. SAW
5. Grenadier
6. One of the more limited kits. For an AT-Based squad this would be LAT or HAT, for a squad that'd like to operate at longer range this'd be Marksman, for a squad that would need demolitions this'd be Combat Engineer etc etc. For a squad that doesnt need anything special a second medic or rifleman wont hurt.
Exceptions would be Pilot / Crewman / (possibly sniper) squads of course.
The other kits like LAT, Marksman, Combat Engineer, Rifleman AA, HAT should be more limited of course.
That way, a squad can usually have:
1. SL
2. Rifleman
3. Medic
4. SAW
5. Grenadier
6. One of the more limited kits. For an AT-Based squad this would be LAT or HAT, for a squad that'd like to operate at longer range this'd be Marksman, for a squad that would need demolitions this'd be Combat Engineer etc etc. For a squad that doesnt need anything special a second medic or rifleman wont hurt.
Exceptions would be Pilot / Crewman / (possibly sniper) squads of course.
-
RedAlertSF
- Posts: 877
- Joined: 2008-10-07 14:21
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
Grenadier and automatic rifleman should be spawnable and with limit 1 per squad. (still 3 people in squad would be needed to spawn as them)
-
single.shot (nor)
- Posts: 692
- Joined: 2008-04-12 07:06
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
i oppose, cus its a reminder of 'nilla teh lame....
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
-
HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu
having 1 of each per squad? how is this spammy?single.shot (nor) wrote:i oppose, cus its a reminder of 'nilla teh lame....



