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Posted: 2007-03-15 23:55
by causticbeat
Smitty4212 wrote:Claymores are retarded in-game. If you watch videos of real claymores going off, they are 10x more powerful in real life.

clays should stay clacker fired, but should have a 20-35m kill zone

Posted: 2007-03-16 00:57
by Rick_the_new_guy
causticbeat wrote:clays should stay clacker fired, but should have a 20-35m kill zone

agreed.

The test I have done with the .5 claymore will wound at 15 meters. Granted the guy will die in a matter of seconds.

I believe 20-35 meters sounds fair. Hopefully they will use them more. I would like to see a claymores used as SOP for the Spec Ops team.

Officer kit
Spec Ops (not sure what they will be like)
Ammo dude (not sure who will do this in .6.
Engineer (bad *** personality and demolishions expert) .6

Posted: 2007-03-16 01:20
by Copy_of_Blah
$kelet0r wrote:My opinion is that only three kits need to be audited:

AP rifleman - current setup is quite good but needs something else to flesh the kit out, could be given SOFLAM as it would suit the purpose of his defensive and squad support role, needs a scoped rifle
$kelet0r wrote: Spec Ops - renamed Point Rifleman (VERY important!), designed for CQC, armed with carbine, secondary shotgun and flashbangs, remove SOFLAM and explosives
I like this one ^.
$kelet0r wrote: Engineer - remove shotgun completely, remove repairing wrench (unfortunately this is heavily dependent on whether the Devs can revert DICE's patch change to mines making them indestructable) , design kit as a demolitions specialist with a backpack full of C4 as opposed to one.
*I would be ok with this -going along with the mine destructible theme- if mines were hidden or highly transparent. Leaving them black makes them stand out too much now. Adding in a way to easily dispatch them makes it that much worse (as they are easily seen). Remember Engineers only get 2 mines each without rearming. That reminds me, who would carry the mines now?
Commander mine drop :)
**Another note about those mines - - Those mines modeled by Dice aren't tank destroyers. They debilitate but aren't meant to destroy. They should either take the track out only or be remodeled to a more destructive mine.

* Another thing I noticed with this is that only crewmen would be able to repair bridges. Unless that was intentional. Note- If it is intentional it makes a lot of sense and I like it! [Edit] Let me rephrase that- It make a lot of sense to lower the classes to repair bridges to one or less.[/Edit] It would need a few map tweaks. Furthermore, I'd hope for some additional hitpoints on concrete bridges or maybe new bridge assets be created so total destruction isn't the unintended result. Also it would take more of plan than run and chuck a det pack onto a bridge and move on.

[Edit] I swear this will be my last edit. What about adding time to effectively place a charge?[/Edit]


I'd like to see the medics removed myself *GASP*. Or at least the medic pack and the defibs. If there must be medics I would rather them a backpack of field dressings. 10-15 pk.?
* Additionally I'd like to see the addition of Field hospitals and vehicles. This idea is taken off another thread in these forums.

Critically wounded should be taken off the field or die. Their wounds shouldn't stabilize, allowing them to fight for the sake of gameplay, CHEAPLY - Read no medic fairy dust... err bag and defibrillator.

Personally I'd like to see a trade of the medic class for another type of soldier.
Perhaps a medic could be used as a request kit, but still it's a inaccurate class. This type of medic is fitting of an arcade game with pickup health packs...OH DAMN! ...I just realized something... But, it's still not too late to fix that.