Posted: 2007-03-15 23:55
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
Smitty4212 wrote:Claymores are retarded in-game. If you watch videos of real claymores going off, they are 10x more powerful in real life.
causticbeat wrote:clays should stay clacker fired, but should have a 20-35m kill zone
$kelet0r wrote:My opinion is that only three kits need to be audited:
AP rifleman - current setup is quite good but needs something else to flesh the kit out, could be given SOFLAM as it would suit the purpose of his defensive and squad support role, needs a scoped rifle
I like this one ^.$kelet0r wrote: Spec Ops - renamed Point Rifleman (VERY important!), designed for CQC, armed with carbine, secondary shotgun and flashbangs, remove SOFLAM and explosives
*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?$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.