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Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 12:30
by alberto_di_gio
Bellator wrote:The grappling hook climb doesn't consumes stamina at all, so the specialist can quickly climb on top of a building and then proceed to accurately shoot anyone below.
Never thought this way. Making it stamina consuming is a good idea. Climbing up 15 m. with 30 kg on your back should not be that easy. May be a new arrangement can be done for that. Any suggestion thread about this?

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 12:47
by Jarryd_455495
I'll check cause that shows great.

edit: nope, got up to pg 7 and all i found was suggestion about slowing down climbing because of the 30Kg weight, nothing about stamina. (seached term: rope stamina)

Hope it can be done, but i wouldn't like all the stamina gone maybe like a third for gameplay and half gone would be my max.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 12:48
by Bufl4x
alberto_di_gio wrote:In our situation if an important kit drops while we are in action another one grabs it or protects it until a medic comes. Or the worse they secure the perimeter until the owner comes back at retake it. If we all die... well... than thas a well deserved kit I say :)
This usually works in AAS, but not so much in insurgency. As soon as you fire your leet special kit (saw, marksman, sniper, grenadier) enemies will come swarming to your postition. The more powerful the kit, the more insurgents the sound will attract. And they dont even have to worry about deaths most of the time, so they can just keep coming back until they get that kit.

We all know whats it like when half of the INS team has blufor SAWs, it makes getting caches a lot harder because they have the advantage in both short and long range combat.
It could be a well deserved kit, but it also will be a nightmare for your team if you keep losing them

Obviously it depends on the role you do, but if you are going cache hunting in the city, please don't take powerful scoped kits, you'll end up doing more harm to your own team then to the enemy.

Also, considering how your death will affect the course of the battle is something everybody should do.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 19:51
by BobTheSilensious
Like others said before, 1 per 2 player squad should be just right. But if you go above, like 1 per 3 or 4 player squad, it will destroy the mobility of the recon team (aka 1337 squad). No seriously it will sure hurts the mobility of real squads who want to get to the objective by the hardest way, or not...

I dont think its real lonewolf since must of the server, well the good ones, completely forbid anyone who's not part of a squad. So, as far as you play on the right server, in AAS and, of course, in a squad, no wolfsh*t will be on your way. Well, I hope so...

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 20:15
by raw157
alberto_di_gio wrote:Never thought this way. Making it stamina consuming is a good idea. Climbing up 15 m. with 30 kg on your back should not be that easy. May be a new arrangement can be done for that. Any suggestion thread about this?
I like that idea, and also never even thought about it like that. Yeah, that would def. make you tired and you should lose some stamina because of it.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 20:38
by Phantom2
Majority of people I see ramboing are the people with rifleman specialist.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 20:56
by Lt.Dan_991
I say leave it how it is.

It's a fun alternative to being in a conventional squad. Sometimes you just get sick of leading/squad membering in a 6 man Inf squad on insurgency. It can rapidly become very frustrating.

Being covert with a specialist is a nice way to keep it fresh, at least for me.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 21:28
by Killer-Ape
Lt.Dan_991 wrote:I say leave it how it is.
Sure.

But,

at least give the insurgents something “real” to counter this, like also giving a weapon wielding kit the grappling ability. The grappling hook is so much more than a climbing tool. See it as a metaphor for urban mobility. And this makes coalition forces much more mobile than insurgents in their own city? Shouldn’t it be the other way around?

Collaborators are a rare sight as nobody likes to play them, and that’s a fact. And even when I SL on insurgent side I never force people to pick collaborators as I know we play this game for “fun”, yea teamwork is so much easier when you got more attractive kits.
You can’t just restrict lot of important stuff to one "passive" kit just to make us players pick it. It won't happen.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 22:07
by Arnoldio
Climbing should be slower and stamina consumig yeah... also ladders maybe.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 22:23
by Pirate
Killer-Ape wrote:Sure.

But,

at least give the insurgents something “real” to counter this, like also giving a weapon wielding kit the grappling ability. The grappling hook is so much more than a climbing tool. See it as a metaphor for urban mobility. And this makes coalition forces much more mobile than insurgents in their own city? Shouldn’t it be the other way around?

Collaborators are a rare sight as nobody likes to play them, and that’s a fact. And even when I SL on insurgent side I never force people to pick collaborators as I know we play this game for “fun”, yea teamwork is so much easier when you got more attractive kits.
You can’t just restrict lot of important stuff to one "passive" kit just to make us players pick it. It won't happen.
Why don't YOU go collaborator then? They have a phone, so you can set down hideouts still.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-15 22:55
by Killer-Ape
Pirate wrote:Why don't YOU go collaborator then? They have a phone, so you can set down hideouts still.

Because I like to have FUN when I play computer games and playing as a collaborator is NOT FUN.

Plus I don’t get any shovel so it’s pretty useless when I want to make hideouts alone, and this happens allot.

The shotgun made collaborators pretty easy to kill and you only end up giving Intel to the other team.

I don’t care if somebody is really passionate about collaborators on this forum. Just go to any insurgency game and check how many riflemen-specialists are active.. Now switch teams and count the collaborators. You won’t find many.

In any case, getting “urban mobility” on the insurgent side requires more effort and teamwork as opposed to the coalition side. Why is that? Why do I need more planning and effort while fighting on familiar ground? This is my neighborhood, why should I get less access to buildings?

Are you unable to recognize this problem?

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-16 03:18
by Hunt3r
This is ridiculous. A shotgun and rope is not the end of the world. Defeating a specialist is all about keeping your distance and surprising them.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-16 09:28
by DDT
Make it limited.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-16 09:41
by MaxBooZe
Return Slug as shotgun ammo.. That way it's less awesome vs Inf but still a valuable squad asset..

TBH It's no big deal, as Insurgent you have some of the biggest and meanest anti-personnel guns/weapons.. RPGs/AKs, all perfect against infantry targets!

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-16 12:17
by Arnoldio
Get the slug backy yeah, with very low deviation so its easier to hit the civies.

Or limit the kit as said before, wont hurt anyone.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-16 23:42
by Cassius
You can turn every kit you want into a lonewolf kit.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-17 18:27
by Sgt. Mahi
Killer-Ape wrote:Sure.

But,

at least give the insurgents something “real” to counter this, like also giving a weapon wielding kit the grappling ability. The grappling hook is so much more than a climbing tool. See it as a metaphor for urban mobility. And this makes coalition forces much more mobile than insurgents in their own city? Shouldn’t it be the other way around?

Collaborators are a rare sight as nobody likes to play them, and that’s a fact. And even when I SL on insurgent side I never force people to pick collaborators as I know we play this game for “fun”, yea teamwork is so much easier when you got more attractive kits.
You can’t just restrict lot of important stuff to one "passive" kit just to make us players pick it. It won't happen.
Statement in bold: I totally see the point of this statement. Insurgency should be more mobile in their own city to simulate insurgents to be more familiar with the environment and using that as a huge advantage. If anything every insurgent player should have a grappling hook.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-18 05:09
by Freelance_Commando
Every insurgent having a grapple? Perhaps not to that extreme as it sounds more like these insurgents are mountain climbing rather than fighting in an urban battlefield.

I think this is more a problem with the Specialist Kit being too close the Ironsights Rifleman kit, as instead of a situation sensitive ammo bag you recieve a shotgun with plenty of ammo and a grapple. I think they have the same amount of rifle ammo and both incindinary and fragmentation grenades (not sure on this one), so for a loss in resupply you gain another weapon and greater maneuverability.
No wonder it's a popular lone wolf kit.

Re: Rifleman specialist-new lonewolf kit?

Posted: 2010-06-18 05:40
by Lange
Actually you have a good point there freelance(forgot quote). I actually only rarely ever see the rifleman with aimpoint/irons used if people don't want optics they just go specialist. There's nothing really to constitute the use of the irons rifleman to be honest that i've seen and that's a problem. Ammo bags aren't a top priority in most cases or even thought about and when you need smoke in a squad you generally just rely on your medic or your squad.

Thinking about this then yeah for CQC the specialist pretty much has everything over rifleman irons so its very rarely used.