Page 4 of 4

Posted: 2007-12-01 13:21
by KP
[R-MOD]Mongolian_dude wrote:If the Carbine were to be suppressed, I could only stand it if he had 3+1 mags OR he used a suppressed SMG(MP5SD sorta thing?), with aim point/reflex sight. It'd have less stopping power and range, making the player think about his rash moves

I really wanna see the 1337 caps go from the USMC SF though lol. Give him a helmet (Shades and scarf for middle eastern maps), I say!

....mongol...
I endorse this man's statements, suggestions and/or opinions! :-)

Posted: 2007-12-01 13:22
by bosco_
So do I.

Posted: 2007-12-01 13:40
by nedlands1
The drop and lead times of a suppressed weapon would be a deterrent in itself. You are looking at more than 41cm of drop with a suppressed weapon at a target positioned 100m away (using subsonic ammo, fired from the horizontal, without any drag forces, with the Earth's gravity and assuming the speed of sound is ~344 m/s). At 200m the drop is quadrupled to ~165cm. The time until the round would hit is about .3 of a second and .6 of a second respectively.

Posted: 2007-12-01 19:59
by Doom721
I think a suppressed gun with limited ammo/range would fair well for a limited spec ops kit, go mongol ;)

Posted: 2007-12-01 22:42
by diesel14lars
I still do not see what the real purpose of the special operations kit is, and I believe my confusion is mainly the result of the kits name. in vanilla it was a great idea, make a kit thats pretty good at everything make it look cool, etc.. I do not really see its place here in PR. Its kind of the opposite of what the 'nilla SF kit is, I mean they are not good at anything, really.

So please, help me out, what exactly is the purpose of this new limited 'special operations' kit? The only times I ever play SF are on Street when its fewer than like 5 players and i want to be 1337, or when my team has <20 tickets left and coming back doesn't look possible, and I do it to mess around for the last minute of the round.

Posted: 2007-12-02 01:54
by Mongolian_dude
diesel14lars wrote:I still do not see what the real purpose of the special operations kit is, and I believe my confusion is mainly the result of the kits name. in vanilla it was a great idea, make a kit thats pretty good at everything make it look cool, etc.. I do not really see its place here in PR. Its kind of the opposite of what the 'nilla SF kit is, I mean they are not good at anything, really.

So please, help me out, what exactly is the purpose of this new limited 'special operations' kit? The only times I ever play SF are on Street when its fewer than like 5 players and i want to be 1337, or when my team has <20 tickets left and coming back doesn't look possible, and I do it to mess around for the last minute of the round.
In short, an SF saboteur. Get in with little attention, blow the target, GTFO with little attention.
Generally cause disruption to the normal swing of things. Ambushing a CMD truck on its way to build a fire base and AAA; destroy the insurgent ammo cache, while more guys are diverted to the fight; destroy mission objective, etc.
All of which are rarely realised by 'Uber Ops' players and never/poorly executed.


I could settle with just a silenced side arm though, all of which have already been modeled, skinned, coded and all that jazz, by EA. A big nice snap/crack sound, like the ones in PoE2, plz Jaymz ;) .


...mongol...

Posted: 2007-12-02 02:30
by nedlands1
[R-MOD]Mongolian_dude wrote:In short, an SF saboteur. Get in with little attention, blow the target, GTFO with little attention.
Generally cause disruption to the normal swing of things. Ambushing a CMD truck on its way to build a fire base and AAA; destroy the insurgent ammo cache, while more guys are diverted to the fight; destroy mission objective, etc.
All of which are rarely realised by 'Uber Ops' players and never/poorly executed.


I could settle with just a silenced side arm though, all of which have already been modeled, skinned, coded and all that jazz, by EA. A big nice snap/crack sound, like the ones in PoE2, plz Jaymz ;) .


...mongol...
Subsonic ammo => fast damage fall-off, low muzzle velocity and no "sonic booms", instead?

Posted: 2007-12-02 03:03
by Jaymz
whooaaaaaa, off-topic much?