[R-DEV]fuzzhead wrote:until someone comes up with a solution to exploiting the FH2 system, it will remain the way it is.
A lot of us want it to remain the way it is if the fix cannot be done to get it on the menu screen, but it was mentioned in the other thread that kits will have to be requested from Supply crates now instead of Rally Points.
What yall are suggesting is basically to remove the rifleman class completely, which I disagree with for a number of reasons.
No one is suggesting to remove the rifleman class completely lol. What we are suggesting is that the SAW and Grenadier kits be on the kit menu or at the very least, requestable an infinite number of times to ONE individual within the squad.
Why would ANYONE pick a rifleman over an automatic rifleman, or grenadier? The answer is: they wouldnt.
The automatic rifleman kit has no scope, so yes, some people do prefer it over the automatic rifleman kit. It is more accurate, has long range, easy to pop out, and is good in close quarters for spraying and preying from the hip. Of course most people would take grenadier over rifleman, but it lacks CQB hand grenades, so on some maps, it isn't as beneficial. But no one is advocating an entire squad of SAW and Grenadiers.
However in real war situations (and talking about conventional warfare here on a massive scale, not just the kind in iraq and afghanistan currently) the majority of a fighting unit will be issued standard rifles.
I just stated on the previous page that fireteams are built around the automatic rifleman. Not having one in a squad at all times is not realistic and doesn't allow a squad/fireteam to actually manuever under fire. Everyone dies, and there are far too many times when people cannot get the Automatic Rifleman kit that it limits suppressing fire and movement of a squad.
So instead of being able to utilize the fire and manuever system the DEVS implimented, they are screwing it over at the same time because people can't get the weapon/kit that was created for that sole purpose half of the time.
Besides the real life implications, the effects on gameplay are quite severe. Giving every soldier super weapons basically means even if you WANTED to just use rifleman in your squad, it will be a useless strategy since all other players will be taking advantage of all the more powerful weapons at all times.
The only "super weapon" in this game would be the Officer kit. You seem to have it backwards by not thinking it doesn't have an advantage over regular weapons.
1. Pistol
2. 3 patches
3. 2+ smokes
I can rack up plenty of kills with any weapon ingame, but with the officer kit, I am a force to be reckoned with. And as I previously stated, the SAW takes forever to bust out, has no scope, and isn't accurate unless prone.
Grenadier is better of course, but the nades are only good at long range and are still very inaccurate at that. It usually takes me at least 1 shot out of 2-3 to even hit something.
Besides all this, I think with the new changes its actually going to be EASIER for a well organised team to request kits, and certainly more logical. Mechanized Infantry squads will virtually never have an issue with requesting kits, since {b]all kits can be requested from the back of an APC[/b], so you wont be "running all over" to get your kit.
I would rather rely on my own squad's RP rather than an APC, a huge target to give away our position.
If I recall, this same exact thing was done in 0.6 or 0.7 and it was horrible IMO. APCs were running people over while requesting kits, people were requesting HAT kits from an APC just to use them against 1 target then run, snipers were becoming prevalent in squads cus they were so close to a request spot, etc.
No offense, but this is history repeating itself all over again from the sound of it.