Page 5 of 5
Posted: 2008-04-08 23:31
by HughJass
zangoo wrote:i think it would be fine for a rifleman to change is gun to a m16a2-4x acog, m16a2-x2 or m16a2-iron sights. this would make pr have 1 rifleman kit, 2 of them are currently in project reality, the 3rd would involve turning a knob.
i think if these were the choices then it would be fine, it would keep the main weapon the same, just allowing the player to switch the load out of tracers, or swap some smoke grenades for some grenades. this would keep the kits very very close to what the devs currently have. it would also allow engineers to swap the mines for c4 if they dont plan on using them or the other way around. (note the officer can get a 5.5x acog cus he would have a little more say in what optics he could get)
officer
---main weapon---
m16a2-5.5x acog
m16a2-4x acog
m16a2x1.5x acog
m16a2-iron sights
---tracers---
1:25
1:15
1:5
1:1
---grenades/smoke---
4x grenades + 2x smoke + 2x greensmoke
6x grenades + 2x smoke
4x grenades + 4x smoke
rifleman
---main weapon---
m16a2-4x acog
m16a2-1.5x acog
m16a2-ironsights
---main weapon---
1:25
1:15
1:5
---grenades/smoke---
4x grenades + 2x smoke
3x grenades + 3x smoke
6x grenades
engineer
---tracers---
1:25
1:15
1:5
---mines/c4---
1x mine + 1x c4
2x mines
2x c4
perfect , but no to the nades. 6 nades is alittle too much, cut it down by 1 and we got your self a deal (not the smoke ones)
anyway i think this is awsome for basic kits, NO for limited kits.
Posted: 2008-04-09 04:05
by [T]MLPatriot
being able to customize your own kits would be nice. hopefully the devs will something out.
Posted: 2008-04-09 06:19
by markonymous
DeadboyUSMC wrote:^ Exactly.
The addition of a scope would not make the medic or engineer "the" kit to use, all of the kits have their strengths and weaknesses. However, the engineer and medic fall way short in ranged combat. "get be77er wif teh eyeron s17ez!!11" you say? Perhaps, but when several other kits already have a huge advantage at range and can get that sight picture/ alignment on you with minimal effort (due to increased magnification), while your rounds are puffing off to the left and right or high or low because all you can see is the pixel that is their head at range(and the front sight post obscures what little target you can see)? Yargh.
Bah, I've already derailed a thread on TF21's forums... Here I go again.
well the problem of getting ppl into battle is the biggest problem right now in PR with the addition of scopes to engineer and medic would make these kits usefull in combat(although i still dont think medics should have ACOGs more like aimpoints) thus making the whole squad engage instead of only 2-3 ppl who have the auto rifleman or rifleman kits.
Posted: 2008-04-09 06:45
by Teek
aimpoint/irons and Scope should be the only choice for all current spawn classes.
Posted: 2008-04-09 07:14
by master of the templars
add ing modification to kits like that would be so cool, i hope it gets implemented.
Posted: 2008-04-09 07:32
by Expendable Grunt
Given aimpoint or irons in PR, I'll chose irons every time.
Posted: 2008-04-09 07:38
by DeadboyUSMC
markonymous wrote:well the problem of getting ppl into battle is the biggest problem right now in PR with the addition of scopes to engineer and medic would make these kits usefull in combat(although i still dont think medics should have ACOGs more like aimpoints) thus making the whole squad engage instead of only 2-3 ppl who have the auto rifleman or rifleman kits.
How is the whole squad being effective a problem?