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agreed
Posted: 2007-04-05 19:36
by Rick_the_new_guy
lonelyjew wrote:I assumed that there would still be total number of kits available to the team, just that one squad couldn't have all the lmg's or light at's.
Yeah, the H.A.T. is still very limited, most likely at the amount at .5.
The question is, how many light A.T. kits will there be?
Same for the GL kit, how many?
Posted: 2007-04-05 19:44
by [uBp]Irish
why dont you just remove the L-AT kit, and make it a limited kit like everyone is crying for. Only instead of limiting it's numbers, you make it infinite like the crewman and pilot kits, and have restrictions on where it can be requested.
Make it like the pilot/crewman kit and make it only requestable at the main flag, so that squads have to start a loadout before they move out. This way if the guy dies, he will have to take the time to walk/driver alll the way back to his squad.
I always believed kit limiting was a weird and distorted idea since more than never the idiots that dont know how to use them with a team would get them first, but the coding and game isnt up to me.
Posted: 2007-04-06 04:11
by MADTKBOY
Rick_the_new_guy wrote:3+ reps to MADTKBOY
Excellent post, you got egg to give us a nice update.
Granted others have posted this, but like all things, timeing is everthing
Woohoo rep for me =p
With all this information about future features coming out, I'm really starting to itch for .6!
Its nice to see that a number of kits are getting a good per squad capita limit. PR's going to be even better now we have a chance for good squad weapon distribution.
In the light of this, we see some slots opening up on the spawn class roster. Shall we be expecting to see a smaller spawn roster? Or are there goodies in store for us? Say map/scenario specific classes? (something that pops out to me when i thought of this was those suggestions in the past regarding alternative loadouts, which could never be done before because of EAs restriction on opening up the unlockables roster. We now have 2 and possibly more slots to play with...)
Posted: 2007-04-06 09:38
by Longbow*
damn... it was my fav kit

Posted: 2007-04-06 16:13
by AnRK
I know this is a tiiiiiny bit off topic, but why are Grenadiers getting Optics?
Posted: 2007-04-06 16:19
by Top_Cat_AxJnAt
Becuase it is realistic.
*shakes head* THE SA80 for example, has to have a SUSAT for the GL to be fired..or fired accurately (needs one for whatever reason).
On a previous thread or this one, about 3 pics where posted of US soldiers carrying M16/M4's with scopes and GLs.
So, i ask why not have a scope and a GL??????
Remember this: real war is almost never perfectly balanced, but things like whether a soldier has a scope and GL do not decide the outcome of wars but if it is in reality, then it should probaly be in PR and if it is unbalanced PR, well you need to make PR more realistic = more realism changes in every area. For example, map design affects almost every facet of PR - never forget that and think about all the other areas of game design, becuase they all play a role in making a game both balanced overall (that does not mean every specific item is balanced on both sides, just the overall affect, gives each team an equal chance of winning the round) and therefore FUN.
ARE YOU WITH ME?
Posted: 2007-04-06 16:29
by El_Vikingo
I would get myself a scope of some sort I were there! No ironsights for, thank you very much.
(Do you have to buy them yourself?)
Posted: 2007-04-06 18:51
by {GD}Snake13
I'm not a dev but my feeling would be L-AT and Grenade launchers would be limited to 4 each like the support gunner is.
Posted: 2007-04-06 20:39
by MADTKBOY
2 per squad, according to egg's previous posts.
Not sure about per team limit though
Posted: 2007-04-06 22:08
by {GD}Snake13
MADTKBOY wrote:2 per squad, according to egg's previous posts.
Not sure about per team limit though
I was referring to per team limits
Posted: 2007-04-07 00:38
by system
Because PR, although trying to mock reality, is still a game. And fun needs to be preserved somewhere. If everyone was running around with an L-AT and blowing up everything, it wouldn't be very fun, would it? Or fair for that matter. 
Reasoning problem
Posted: 2007-04-07 00:53
by Rick_the_new_guy
Longbow* wrote:damn... it was my fav kit
Turn that frown up side down.
You should be o.k.
Let's try to guess the kits/team with the light AT.
There are up to 9 squads/team. two each/squad would be 18 kits. If it were that number it would not be limited (unless the devs have made up brand new kits and they needed to make room in the 7 default list).
There will be two/squad, so we know the range is between 2-17.
The H.A.T. will most likley still be at 2. If the light A.T were that number it would be the second rate choice for AT.
So it needs to be more than 2... but not too many for it to be always avaliable.
I am thinking 4-6/team.
__
Longbow, when you consider that 32 players are on a team, the sniper and marksman will go first, then the H.A.T., then the SL kits; then the support gunner; then the occansional pilot and crewman; and now the GL kit (4-6. I feel pretty good that you will have this kit when ever you need it.
I will not be taking it, I'll have the Officer kit or the engineer kit.

Posted: 2007-04-07 03:05
by Guerra
I think limiting light AT kits is unreasonable.
It will lead to even more vehicle domination.
I'd like to see a system where you can limit the amount of kits per squad, not per team. Or have the commander assign special kits to different squads. Requesting light AT will be like requesting a medic kit. Doesn't make sense.
Posted: 2007-04-07 03:10
by MADTKBOY
In a related note to all this talk about kit slots and kit limiting:
Did anyone play EoD mod today and see what I immedieatly picked up =D?
They have alternative loadouts for some specific classes (medic and assult) via the unlockable weapons slots!
This is very good news indeed! XD
Posted: 2007-04-07 03:38
by {9thInf}GunnyMeyer
'[R-DEV wrote:eggman']It's capped at 2 of each type per squad in v0.6. So you CAN have 2 LAT, 2 HAT and 2 Grenadiers. But NOT 5 LAT heh.
We have the ability to define that much more granularly (down to a kit by kit basis) and, if we wanted to .. we could probably make them relate to each other (but I dont want to do that).
Am I mistaken when I take it to mean that you will have a like 18 kit limit of L-AT but will have a 2per squad limit? That way every squad can have their allowed number of the predesigated kit? If I am mistaken, then it should be changed to be like that...
Posted: 2007-04-07 03:45
by leemunger
limiting the l-at imo is a good idea cause once the armor roles in to a battle and starts taking ppl out you have a whole squad that will spawn as l-at as posted in b4, limiting it to 1 per squad if possable would be the way to go, if you can limit kits one per squd the kits id limit would be l-at, medic, mechanic, assault, ammo guy, and noob-tube. reason being is that imo is the correct squad setup anyway having squads respawn all l-at give the tank operator a much shorter life expectancy besides there are more than one way to take out a tank
Posted: 2007-04-07 04:58
by Rick_the_new_guy
Guerra wrote:I think limiting light AT kits is unreasonable.
It will lead to even more vehicle domination.
Hopfully L. AT fire teams will be established/squad allowing for better coordination to engage vehicles.
Having the L.AT freely avialable leads lightly armoured vehicles on down to be totally wasted by just spawning in all L.A.T after getting wasted by it; we have been over this before.
At the end of the day, either the team is organized, at the limited kits are used to their special talents, or you get owned by vehicles.
Posted: 2007-04-07 05:47
by Armand61685
Terranova wrote:I think that is more or less why it's being limited. Players that just got owned by an enemy vehicle will in most cases spawn back AT. So a tank that has just arrived in the area normally ends up being showered with L-AT in the course of 40 seconds.
I believe by doing this, SLs will have to "pre-plan" before heading out to frontlines instead of having his dead squadmates all respawn AT. This way if a squad is pinned down by enemy armor, and didn't take the time to bring AT, then the squad will have to resort to retreating or requesting friendly support. Would create much more realistic scenarios imho.
If you ask me the same concept should apply to medics also, but that's another topic for discussion.
ditto
Posted: 2007-04-07 05:48
by 00SoldierofFortune00
'[R-DEV wrote:eggman']all limited kits except for pilots, crewman and officers are subject to a 2 kits of that type per squad maximum.
Even Rifleman? Aren't those suppose to be the core of any squad? What if you want to have 3 medics as well just in case?
Posted: 2007-04-07 06:48
by Lucid Nightmare
Note: He said
limited kits.
