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Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-14 21:19
by bad_nade
snooggums wrote:Incendiaries: 3 of them I believe, that's three potential caches/hideouts at a distance without needing to reload and you can risk throwing one through a window since you have more.
This^

Don't even need to enter the building where the cache seem to be. Just toss an incendiary or two thru a window and fade away.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-14 21:50
by tankXtoke
Most definitely is. If squads are full and there isn't one that looks promising, I start my own and just go out with the the specialist kit. If people join, then good I can get a squad going, but if not It's just as fine. Destroying two or more caches is typical of lone-wolfing with the specialist kit for me as long as there are decent fobs and Intel is in the right place. If specialist became a limited/#of members kit I'd cry and probably leave servers if there were no good squads to get into. :( I <3 Specialist Kit

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-14 23:00
by Lt.Dan_991
It's my favorite kit when I'm not squadleading.

If I come into a server and there's no open squads (which happens a lot), I'll just lonewolf cache hunt with the specialist kit if it's an urban map.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-14 23:11
by sparks50
I hate the special kit, only because it gives blufor a real chance against me when Im a collaberator :)

Those careless days of pissing off blufor with stones and rope is definably over.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 03:28
by Bufl4x
You are missing the point. People (including myself) take specialist kit on insurgency maps simply because thats about the only kit that can't be used against blufor if taken by the enemy. Also it's the best counter to those AKs in close quarters.

Insurgency became a suicide mission mode for blufor lately, where you just rush the cache with a squad or two knowing you will die in the process but will most likely get that cache too. Once you realize this you'll try to take the least valuable unscoped kits, since they will end up in enemy hands anyway.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 03:36
by ankyle62
i wouldnt mind having the specialist as a special kit

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 03:40
by MasterGypsy
I just think having the rope and the shotty make the kit so much better for any type of mode in PR.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 05:16
by Trooper909
yes indeed it is.

I think only normal rifleman should get thirmite.Rifleman specialist is a ninja kit and ninja kits dont fit into PR IMHO.

you can tell a ninja kit by the sheer amount of them in any given Insurgent match. Specialists role should be rope,breching doors and assulter of a squad I.E first into a hostlile building first over the rope etc he can allready do all this effectively he dont need the ability to destroy caches to.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 05:16
by Sgt.BountyOrig
what do you mean "New lonewolf kit?"

Specialist has always been the kit of choice for loners for one reason, its manouverability, it comes with a hook to scale or climb rock faces, buildings, trees.... and then theres the shotgun, no matter what load it has/d, it is still one of the greatest tools for getting around a map in, especially insurgency.

However, for the same reasons, it is one of the best squad tools ever too.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 06:44
by Winstonkalkaros
Specialist has so much equipment on his won (Frags, Grappling hook, Incendaries, Short range gunsight, Restrainer, and filed dressing) that many players think they don't eed anything else in their squad '' to ruin their good tactics with some fuckin teamplay''.

At least officer and AR should be involved, and a medic.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 06:46
by alberto_di_gio
Bufl4x wrote:You are missing the point. People (including myself) take specialist kit on insurgency maps simply because thats about the only kit that can't be used against blufor if taken by the enemy.
really... thats little odd I think (excluding HAT) I've never choose a kit by thinking "what if I get killed and they got my kit?"

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 07:55
by TH3_BL4CK
alberto_di_gio wrote:really... thats little odd I think (excluding HAT) I've never choose a kit by thinking "what if I get killed and they got my kit?"
So you wouldnt care if they got a sniper, Saw, Scoped Weapon or a Lat considering a LAT is just as effective as a HAT on LAVs and Hummers.

The Specialist kit is fine and it always has been there is nothing to complain about even if the incidnarys get removed from the kit what stops them from shooting the **** out of the cache...

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 07:56
by rampo
alberto_di_gio wrote:really... thats little odd I think (excluding HAT) I've never choose a kit by thinking "what if I get killed and they got my kit?"
If im going in by myself somewhere i know ill meet enemies i wont take a waluabe kit

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 08:12
by Pirate
It's fine, learn2play.

If one man can sneak through an entire team's defences, it's your fault unless he has a cloaking device, jet pack and lasor gaydid missoiles attached to his arms. Teamwork is more than just working as a squad, it's working as a whole team. The rest of his team was doing a good job of distracting you apparently, since he managed to get past you and grab the cache.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 08:36
by a0jer
only problem with the specialist kit is the shotgun. the other day we had a lone specialist camping on a rooftop over an insurgent FOB, we got enough intel for two known caches before people stopped spawning there.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 09:12
by Heskey
RIFLEMAN SPECIALIST requires at least TWO members in your squad.
RIFLEMAN SPECIALIST is limited to ONE kit squad.

I think that would make this kit's value worth more.

I initially thought "do THREE members so they get SL, Medic, THEN Specialist"; but doing it at TWO introduces an element of strategy in terms of new 2 man squads (waiting for new players) having to decide if they want the ability to heal, or the ability to manouver more effectively.

I think the kit loadout itself is fine.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 09:12
by alberto_di_gio
TH3_BL4CK wrote:So you wouldnt care if they got a sniper, Saw, Scoped Weapon or a Lat considering a LAT is just as effective as a HAT on LAVs and Hummers.

The Specialist kit is fine and it always has been there is nothing to complain about even if the incidnarys get removed from the kit what stops them from shooting the **** out of the cache...
Of course I care and I always go after it if I lost a limited kit. But until now I did not limit myself because I fear losing it.

First of all if to take a limited AR, LAT or Grenader you have to be at least 4 in squad. And if you are playing it like real squad than there should not be a reason to scare. Or may be it is because I'm mostly playing with my buddies. In our situation if an important kit drops while we are in action another one grabs it or protects it until a medic comes. Or the worse they secure the perimeter until the owner comes back at retake it. If we all die... well... than thas a well deserved kit I say :)

For example 2 day ago in Muttrah.. I lost my Marksmen in a building. I immidiately informed my SL. They came with an APC and gave support while another teammate gets in and secure the building. I spawned on the nearest FOB get back and reclaim my marksman. :) Well of course this may be very optimist situation but if you are playing like a team there is always a way to protect your kit.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 11:21
by DEADLY_sniper
a0jer wrote:only problem with the specialist kit is the shotgun. the other day we had a lone specialist camping on a rooftop over an insurgent FOB, we got enough intel for two known caches before people stopped spawning there.
thats same for AR camping near FOB, or most iron sight rifles (with less effectivity) waiting near spawn. you cant blaim this of losing tickets/getting intel. its the other teams fault. Like you would want to remove AR because you lost 60 tickets when it kept killing spawning people on FOB. Just by the way, shotgun doesnt have really that much ammo, he had to use a rifle too.

I find specialist a great kit for people who actually want to use stealth to accomplish their objective instead of using firepower. Its good as it is, nothing overpowered. Weakening it would simply weaken the whole strategy.

@Heskey
Actually mostly 2 people squad take specialist and medic, officer isnt really needed unless you need optics, depends on map. And specialist can actually give you the advantage you need to evade/fight bigger amounts of enemies in CCQ.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 12:07
by Jarryd_455495
I'm abit indecisive, I think both limiting and leaving it how it is now have good aguements.
I reckon you only need 1 rifle spec per squad because who needs more than one rope if your are sticking together and if it only takes 2 people in a sqd then you could just ask someone to leave there sqd quickly and join your new one just so you can get your kit but don't remove others from there oringinal sqds, however those don't seem at all needed when it's such a small matter.

If it is changed though, I would like to see more than 1 rifle spec availible in one sqd and it becoming requestable. Maybe like every 2 people in the sqd you get the option to get another rifle spec. This way it limits it however the option for more is still there from bigger sqds.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 12:17
by Bellator
The specialist kit is unfair for few reasons: a specialist is extremely mobile and can easily penetrate lines in urban battles. The grappling hook climb doesn't consumes stamina at all, so the specialist can quickly climb on top of a building and then proceed to accurately shoot anyone below. A specialist can also use the hook to take shortcuts, without consuming any stamina, which is pretty unrealistic. I've had some fun with the specialist kit on Muttrah, playing as MEC. The G3 is accurate and deadly, so its perfect for the specialist. Once I got behind the American line, I shot like 5 soldiers from the rooftop, all with one shot, without reloading, without taking cover. Then I proceeded to move deeper into the enemy territory, where I, entirely alone, massacred even more, something like 15. And because the G3 is so deadly, I didn't even run out of ammo even though I didn't switch kits or replenish my ammo at all. I'm not bragging about my rampage: it wasn't hard at all and it isn't easily possible with any other kit, unless you're moving with a squad.

As for the shotgun, I didn't even need to use it. I didn't even need the grenades. So I don't think they're the cause of the unbalance. The grappling hook is unfair, because its too quick (when you know how to use it) and doesn't consume any stamina. The specialist can simply avoid the enemy pitched combat positions by hopping over buildings and attacking them from the flanks or behind (which isn't bad in itself, its just too easy).