Specialist optics.

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Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Specialist optics.

Post by Ace42 »

galzohar wrote: It's funny how in every game when someone mentions acog someone else mentions that "everyone will be snipers", when in fact the "snipers" are the guys that shoot stuff at like 100 meters and the riflemen are the guys that shoot stuff at 20-40 meters, when in reality it'd be riflemen shooting stuff at 100+ meters, riflemen with 4X scopes at 300+ and snipers at 500+. .
When you design a game engine the mod can easily be ported to that realistically models view distance and doesn't descriminate against people using monitors in 1024*768 res, then you can use that argument.
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Specialist optics.

Post by badmojo420 »

galzohar wrote:Iron sights are a thing of the past. There is practically no reason to not have some kind of optic on your weapon, unless you have pretty much no budget at all to get a good one.

It's funny how in every game when someone mentions acog someone else mentions that "everyone will be snipers", when in fact the "snipers" are the guys that shoot stuff at like 100 meters and the riflemen are the guys that shoot stuff at 20-40 meters, when in reality it'd be riflemen shooting stuff at 100+ meters, riflemen with 4X scopes at 300+ and snipers at 500+. Taking a sniper rifle/acog to hit something at 100 meters isn't being a sniper - it's taking a sniper weapon so you can do the rifleman's job because the rifleman can't do it himself due to game limitations. These limitations are hard to get around, yes, but it's still wierd that every time someone mentions zoom in any shape or form a bunch of people go and cry "but everyone will play 'sniper'".
It's not that everyone will be 'snipers'. It's that giving the Acog to someone with a rope will make lone wolf players more effective. Like a lot of things in PR, the current setup encourages team work.

It's all about benefits for players who 'play it the way it was meant to be played' and making it harder for people who run around squadless, and only care about racking up some kills so they can feel uber l33t. It sucks that these things have to be done, sure, it does take away from the realism, but this is a video game, so it has to be done. Most squads on maps where a rope is needed, will have at least 1 specialist, so if you don't like the aim point, don't take specialist, leave it for someone who does. (like me)
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: Specialist optics.

Post by markonymous »

Ace42 wrote:When you design a game engine the mod can easily be ported to that realistically models view distance and doesn't descriminate against people using monitors in 1024*768 res, then you can use that argument.
well said, im just wondering, does the 1024*768 resolution somehow hinder your game or something?
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Nagard
Posts: 217
Joined: 2008-05-02 17:06

Re: Specialist optics.

Post by Nagard »

The Ironsight/Aimpoint is way more efficient in most of the situations that appear on the Battlefield, but that's just my personal experience.
I really like aiming in fast and then start firing upon the enemy immediately instead of waiting a few seconds under fire for your scope to be precise enough to hit a damn thing downrange and the Specialist is (due to his equipment like the grapple and his BSG) in my opinion a CQB Specialist. As far as I know in CQB a 4x Scope isn't that usefull isn't it?
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Specialist optics.

Post by Qaiex »

You're right Nagard, and to fix this I suggest giving the specialist optics for range, and making the shotgun a viable CQB choice, just like the ones the insurgents get.

Most lonewolfers go medic anyway, so they can heal themselves.
Axel
Posts: 264
Joined: 2007-07-25 07:54

Re: Specialist optics.

Post by Axel »

I dislike the lack of iron sights riflemen.
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