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Posted: 2007-02-25 23:35
by 00SoldierofFortune00
Cyber-Couch wrote:How will giving the grenadier optics make the rifleman more attractive? If anything, it'll be the same how it is now, but with the grenadier kit being more attractive. I would sacrifice realism for teamplay, especially in this case where we predict more people going to be grenadiers instead of other kits. You haven't had a problem with sacrificing realism for teamplay before, why not now?
I agree. And giving the grenadier a scope isn't realistic when grenadiers in real life don't all have scopes. Sacrifice realism for gameplay or else the game will be filled with even more nade spam then it is now.
Posted: 2007-02-26 00:19
by Clypp
Only riflemen and AP riflemen should have scopes.
Posted: 2007-02-26 01:57
by SethLive!
Clypp wrote:Only riflemen and AP riflemen should have scopes.
agreed, but i think ap riflemen should have red dot sights
another reason why grenadiers shouldnt have scopes:
http://realitymod.com/forum/t16653-gren ... squad.html
i dont want a "whole team of grenadiers"
Posted: 2007-02-26 03:13
by Teek
How about only Brit Grenadier has Optics, cause only in Airsoft do M16/203s have optics, but SA80/UGL ALWAYS has optics
Posted: 2007-02-26 03:26
by Cyber-Couch
Fishw0rk wrote:Meh, I say keep the new optics with grenadiers and see how it works out. If its too powerful then make grenadier a limited kit.
Just like how in .4 the M4 was insanely accurate and we had to wait until .5 for it to be fixed? I don't want to go through that again. I definately don't want to see a team full of grenadiers, let alone a squad full of grenadiers. Just leave the optics to the Rifleman, officer, and AP.
Posted: 2007-02-26 03:27
by Eddie Baker
Teek wrote:How about only Brit Grenadier has Optics, cause only in Airsoft do M16/203s have optics
Tell it to the Marines.
The Army, too. 
Posted: 2007-02-26 04:11
by SethLive!
then give support scopes too

(sarcasm)
http://www.army.mil/medalofhonor/smith/ ... s/m249.jpg
see, the point is realism
and gameplay, just cause they might have a scope irl does not mean they should have a scope in game.
Posted: 2007-02-26 04:39
by Cyber-Couch
...And teamwork, I can already see the medic and rifleman kits being dropped for the grenadier - me being one of them. :/
Posted: 2007-03-01 00:51
by 00SoldierofFortune00
Fishw0rk wrote:I thought a bit more about this. How about we make a compromise:
1) Remove Grenadier class completely and replace him with new class (radioman, cqb speciliast, point man, whatever)
2) Make the grenade launcher w/ optics ONLY part of the officer kit. Currently the Officer gets two frag nades and two smoke. We can simply replace those with the grenade launched varients.
This setup can ensure a few things: there won't be a saturation of grenadiers running around as it now requires a limited kit and more people will be inclined to play the officer kit.
Also aren't Squad Leaders typically the ones with M203s in real life? Correct me if I'm wrong. If its true then this should be a realistic setup.
Of course the big issue with this is trying to make an entire new basic class to replace the grenadier. I'd really like to see a radioman class who has the ability to call in an automated air strike, but that maybe open to abuse if the class isnt limited.
Thoughts?
I agree with the Officer kit having the M203/grenade launcher, but not the readioman kit. The Officer will have that down the road with the SOFLAM(SP?), so it isn't needed.
I would just say make the grenadier a limited kit, but make its availability more then regular request kits, but not extremely more. Maybe 6-8 per team on a 64 player server?
Posted: 2007-03-01 00:53
by eggman
We have come up with some stuff to make the Rifleman more compelling for v0.6.
Posted: 2007-03-01 01:40
by Cheeseman
MY GOD PEOPLE!! Do you want reality or not? Take Al Basrah for instance. Sure the US side has all these fancy Cobra helicopters with the addition of A-10s, but the Devs balanced this issue, by increasing the number of Insurgents and providing them SA-7's with ammo dumps, while keeping the reality aspect of a technologically advanced US military still intact. This is "Project Reality" and its meant to simulate what’s real, so why is there all this arguments about people abandoning other kits for a single scope implementation (which is really just a sight, with not much zoom involved)?
The whole purpose of kits is to encourage players to work as a team, so that different individuals are equipped with different kits to accomplish each objective as a group. For example, the M4A1 has a red dot sight which makes it easy to aim compared to the M16A2s iron sight and comes with two explosive packs to destroy bridges and such, but what if me and my squad are hiding in a trench after destroying a bridge earlier and suddenly a group of enemies (one of them armed with a machinegun) are seen taking cover in a trench ahead of us? What the hell am I going to do with two explosives then? This encourages other players to do their part and perhaps one of them choosing the "Rifleman kit" apposed to the M4A1’s advantage of a sight, which is potentially useless at this kind of situation, were if you raise your head out of the trench to shot, you just might receive ten rounds of machinegun fire before you could even aim. And also why the hell do we have squad leaders then? SO THEY CAN CONTROL THEIR SQUADS!!
So it’s the squad leaders’ soul purpose to make sure his squad mates are prepared with a variety of different kits assigned to each individual, so that they’re ready to meet any objectives potentially faced in the battle arena. And if certain squad members refuse to cooperate… then simply Kickem. So I don’t think a scope will affect what kind of kits people will chose, when all PR maps have a constraint on the use of each kit.
Posted: 2007-03-01 02:00
by CENINJA
I can't wait!!!
Posted: 2007-03-01 04:01
by Ugly Duck
'[R-DEV wrote:eggman']We have come up with some stuff to make the Rifleman more compelling for v0.6.
Riflemen get nukes in .6!
Posted: 2007-03-01 04:33
by Spartan452
There are more than one type of scope, You guys could give the grenadaier, medic and all the other classes RED DOTS, which have no zoom, where as you give the AP rifle and Rifle an ACOG, with 2x zoom. Maybe you could make the Grenadaier more inaccurate, than the Rifle. This will give the choice between fire power vs accuracy.
Posted: 2007-03-01 05:00
by BRedG
'[R-DEV wrote:eggman']We have come up with some stuff to make the Rifleman more compelling for v0.6.
They get to wear those cool plastic spider rings that people hand out to children on Halloween.
Posted: 2007-03-01 13:29
by Jonathan_Archer_nx01
'[R-DEV wrote:Rhino']Correct.
its more of a blanceing thing than anything elese aswell, I personly much prefer hand nades over a GL so the rifle man apeals more to me (but to be honest, the officer kit apeals even more which also has optics

)
the grenadier with optics will not be too much of a threat as when they are using the nade lancher it self they can still only use the leaf (which will be just that vbf2 crosshair on the screen thou...

)
I suppose NOONE is going to play for rifleman anti personnel once grenadier has scope. It's not a good idea to me.
Posted: 2007-03-01 14:33
by $kelet0r
Jonathan_Archer_nx01 wrote:I suppose NOONE is going to play for rifleman anti personnel once grenadier has scope. It's not a good idea to me.
The AP rifleman is a badly designed kit anyway that needs to be fixed along with the spec ops and engineer imo