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Posted: 2008-03-02 18:51
by Pariel
To explain somewhat more--medics and engineers lack optics because their rifle is a secondary piece of equipment in game, where-as in real life, it is a primary piece of equipment.
They should be using their explosives/med-pack in game, so if they had optics, it would reduce both teamwork and the tactical advantage of the rifleman class.
Posted: 2008-03-02 18:55
by Outlawz7
When we are already at play testing and 0.8 release, there should be at least one open beta version before full, so we don't roll into a new one with all the bugs and issues, then wait weeks for a patch...
Posted: 2008-04-11 21:56
by Skodz
More scope!

(Canadian Forces Light Machine Gun C9)
Posted: 2008-04-12 00:01
by Sabre_tooth_tigger
Posted: 2008-04-12 00:44
by IAJTHOMAS
gclark03 wrote:We can't judge it without play-testing it. Why don't you testers try it (all classes w/ scopes) for 0.8?
That would be a huge step back. Orginally only snipers had scopes, so the DEVs are well aware what it would play like.
Posted: 2008-04-12 01:02
by gclark03
I think this has been touched on before, but when will we gain access to the old weapon unlock code? If we had it, we could switch between red dot aimpoints, ironsights, and scopes at respawn, making the issue more a matter of tactical choice than absolute change (i.e. eliminating scopes altogether).
Posted: 2008-04-12 01:38
by bullock
as some one has already said, read sniper one for how snipers are used in the sort of conflicts we are involved in at this present time. and i was in the royal artillery before i transferred to infantry before leaving the forces (mistake, getting back in in 2 months) and as a support role in the artillery i had iron sites and in the infantry i was using the SUSAT.
Posted: 2008-04-12 02:12
by Mariospeedwagen
Gameplay should ALWAYS trump realism. If this mod wanted to be more realistic, you would only be able to die once, you wouldn't be able to spawn on a pile of bags, you could only have one kit the entire round, etc. The reason this mod is so damn good is because so far the elements of realism have enhanced the gameplay. I really hope the devs keep this in mind every time they think about adding a new element of realism.
With that said, I'm all for taking out the snipers altogether. Yeah they can be used as recon, but so can spec ops and not to mention the squadleader. Let's face it; most people become snipers because they want to get kills from a safe distance. If you want to be useful to your squad, grab a spec ops kit. So I say ditch snipers and make spec ops available from the rally point.
NOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!
Posted: 2008-04-12 15:24
by jack2665
the marxmin should go and make 5 sniper kits
Posted: 2008-04-12 15:55
by Spec
uhm... joke?
Posted: 2008-04-12 16:11
by Ryan3215
I think snipers should stay, a sniper/spec ops team can wreak havok all over the battlefield. On Al Basrah (asymmetrical gameplay) I find myself doing recon after taking a position on a roof. I take shots at important targets like IED emplacers, machine gunners, other snipers, and ambushes. I use team chat to warn APCs and other vehicles about traps and IEDs. I know for a fact that without my help and the help of other snipers/spotters we might not have won. The sniper kit should be limited as it is now, and shouldnt be take out. I like the configuration right now, the sniper can hit far away targets and has the channel of communication to tell the entire team something important. If the sniper is used properly the roudn will be drastically effected by their skills and advantage.
Posted: 2008-04-27 03:05
by General Fuct
Sometimes realism has to bow to FUN...
We should be meeting in the middle ground though:
1* The scopes seem to zoom in too far for x 4 magnification for a start, I mean I'm a avid hunter and my x 12 don't see as far as the x 4's in this game.
2* Suppression is pointless when a scoped rifleman (about 80% of players on the server) can drop anyone with 1-3 shots. Therefore long drawn out fire fights (aka FUN) are for the time being a real rarity.
3* Support kits (engineer, medic, HAT, etc) are pretty much limited to hiding while scoped rifleman fight it out, no point even trying to take on a scoped kit with iron sights YOU WILL DIE and lose that vital asset.
4* A scoped rifleman can suppress a automatic rifleman, does anyone see the fundamental wrong in that?
5* The game usually degenerates into this - 1 on 1 prone scope fight
I beleive keep the scopes but make them a LIMITED KIT that you request!(even saying 2 Marksmen and 1 Sniper is really enough in a team of 20 players) Scope monkeys are happy and the people who like a long drawn out fire fight don't get killed in 1-3 shots. Game mechanics would be in perfect harmony and the this would be the BEST game out.
Thats my 2 cents I hope the DEV's atleast read and take into consideration.
...Thank You...
Posted: 2008-04-27 08:04
by DenvH
Hi, Guys there are at least pictures of scoped ak's bolted on with a special mount and some screws..
Those are just some pictures, but i took these cause they look like what a insurgent would use.. And the scope has 3 different options, should look like this:
We could use that scope for 1 class, like the rifleman clas, this is the official site:
Quick acquisition KOBRA EKP 1S-03 Red Dot Military rifle scope with SVD/SKS & AKM/Saiga universal siderail mount
And its a Russion scope, but it wouldn't be hard to buy, it cost you 200$ and you can buy it online?? lol..
Posted: 2008-04-27 08:13
by KP
That's not a scope, it's a reflex sight.

Posted: 2008-04-27 08:21
by DenvH
KP wrote:That's not a scope, it's a reflex sight.
Then use this one:
it only costs 139$ and it has a 1x - 2.5x magnification..
Same site, you can find al sorts of stuf there for russion guns like the ak..
Taiga rifle scope with the red dot laser reticule
And if you want the same amount of zoom as the m16, than you should use this one:
AKM PSO-1 Sniper Rifle Scope
Posted: 2008-04-27 09:33
by General Fuct
We want less scopes not more!!!
Limiting the kit and giving majority of the classes iron sights will bring down the amount of 1 on 1 prone diving that dominates the game atm.
Posted: 2008-04-27 09:37
by Rudd
General Fuct wrote:We want less scopes not more!!!
Limiting the kit and giving majority of the classes iron sights will bring down the amount of 1 on 1 prone diving that dominates the game atm.
that only happens at close ranges really, at 200m+ the scope on scope firefights are good
Posted: 2008-04-27 10:18
by Rudd
cplgangster wrote:the thing is though with the automatic rifleman being supressed by a scoped rifleman he jsut need to hide for what 2 seconds find where fire is coming from scoot over about 4 feet then just let rip and the rifleman will either be dead or heavily supressed.
the rifleman should have called in firesupport from the rest of his squad, the ar-rifleman is supposed to be a better support platform. - but his ammo requirement is high, so after suppressing for a while he'll be useless.
Posted: 2008-04-27 11:22
by LekyIRL
I like the way things currently are with the rifleman being given a scope and the support classes(medic,engineer) not having one. It forces you to work with your teammates so you're not engaging an enemy at long range with ironsights.