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Re: ACOG for Rifleman Specialist
Posted: 2011-11-16 18:08
by Tarranauha200
Armies dont have huge amouts of scopes to give for every grunt.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-16 19:31
by AnimalMother.
I would like to have both alt medic and alt specialist have magnified optics.
Keep the ironsights/aimpoints on the spawn screen though.
and totally agree with whoever it was that said "Let the players choose"
Posted: 2011-11-16 21:40
by dtacs
That's silly. Player choice is not more significant in the gameplay hierarchy, the reasons people listed earlier are substantial enough to justify against this change.
A squad is like a Swiss army knife, it needs to have a tool that can adapt to every situation. For CQC it's the rifleman specialist, for mid-range combat it's the SL's+riflemen (LAT or special kits included) for health issues it's the Medic out of pure necessity and for suppression it's the AR.
And although it comes down to the SL's preference, the autonomy of many players would often result in the scoped version being taken, meaning for alleyway and room clearing would be a shotgun op, something many people can't use effectively.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-16 23:38
by KiloJules
And again dtacs,
Even though the Specialist is the "CQB guy" it should be my/my SLs choice!
If you happen to have a guy in your squad that is asking you, wether or not he can request/take the specialist you simply tell him to take the cqb version BECAUSE you are planning on going in deep and that you need him for clearing confined areas (If he refuses to take it but goes with the scope instead you send him in, he'll (maybe) die, he'll see it's not good for that and he'll listen to you the next time. But when you NEED this additional scope...
You have the choice!
Re: ACOG for Rifleman Specialist
Posted: 2011-11-17 00:12
by drs79
As others have said keep the scope to a short - medium range capability. Maybe an option could be an
EO-TECH scope.
Another thought is: Add grenades, take away incendiaries.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-17 01:10
by AquaticPenguin
drs79 wrote:Another thought is: Add grenades, take away incendiaries.
Actually I like that idea, then they can breach, but have to rely on others to do the cache melting.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-17 05:17
by 40mmrain
Im not exactly sure where the description of the specialist kit is that designates him as "CQB"
Re: ACOG for Rifleman Specialist
Posted: 2011-11-17 10:38
by Mouthpiece
40mmrain wrote:Im not exactly sure where the description of the specialist kit is that designates him as "CQB"
Yep, in my eyes his just a door breaching, roof climbing, long distance civy arresting rifleman without grenades and possibility to use optics. That doesn't mean he has to go in first. Let him flank and use his rope and let your ironsighted rifleman do the point man thing instead.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-17 16:36
by Dev1200
Mouthpiece wrote:Yep, in my eyes his just a door breaching, roof climbing, long distance civy arresting rifleman without grenades and possibility to use optics. That doesn't mean he has to go in first. Let him flank and use his rope and let your ironsighted rifleman do the point man thing instead.
That's true, it's not like the shotgun is any good

Re: ACOG for Rifleman Specialist
Posted: 2011-11-17 21:06
by ComradeHX
40mmrain wrote:Im not exactly sure where the description of the specialist kit is that designates him as "CQB"
Right now, CQB is what specialists are best at.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-17 21:36
by Mouthpiece
ComradeHX wrote:Right now, CQB is what specialists are best at.
Not true. If we forget about the "he has a shotgun" argument, than he's no better than a rifleman with ironsights. Actually, he's worse because he doesn't have any granades, and that's a big minus for a guy whose place is somewhere near the enemy (we all know the drill -> nades first).
Re: ACOG for Rifleman Specialist
Posted: 2011-11-17 23:05
by Curry
Mouthpiece wrote:Not true. If we forget about the "he has a shotgun" argument, than he's no better than a rifleman with ironsights. Actually, he's worse because he doesn't have any granades, and that's a big minus for a guy whose place is somewhere near the enemy (we all know the drill -> nades first).
dont get me wrong but the SPC got nades...
Curry.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-18 01:56
by Mouthpiece
Curry-Chicken wrote:dont get me wrong but the SPC got nades...
Curry.
Oh, my bad. Seems like I haven't played with a specialist for a long time, huh (but I have!). He doesn't have incendiary granades, not the regular ones.
But I can swear that today I read somewhere in these forums that AquaticPenguin said (and some guy agreed) he would like for specialist to switch incendiaries to normal nades thus making him a more team-oriented player (that is, he needs a buddy with inc nades to kill the cache - he can't just lonewolf rope-in and hurt cache) and also more CQB oriented (as said - nades are essential).
Posted: 2011-11-18 02:18
by dtacs
The specialist has both frags and incendiaries. No smoke though.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-18 03:07
by 40mmrain
the specialist is a cqb operator, ok.
But if he was optics, his shotgun is still there. If the argument is that "he is cqb, because he has shotgun", then an ACOG shouldnt affect that. If he is cqb because of red dot, then fine, but that makes every class CQB., and giving the specialist an acog is irrelevant
Re: ACOG for Rifleman Specialist
Posted: 2011-11-18 05:55
by KiloJules
40mm, wonderful argument! No way to poke a hole in the logic!!!
I really think, this is THE argument for the addition of an ACOG as secondary option for specialists.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-18 13:00
by Tarranauha200
The way it should go:
Riflemen go to the left side of the door, specialist goes to the right(door opens to right). Then riflemen trow in some nades and right as they explode all the riflemen go in and blast anyone thats inside. Specialist goes in last.
I feel that specialist is just normal rifleman with rope and shotgun.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-18 15:46
by Mikemonster
Scopes are great because you can headshot the enemy at a larger distance (it's about pixels, not skill - And why I pick scopes even on city maps). As mentioned it would be a bad idea because you would have a Rooftop Marksman kit instead of a CQB specialist/door breacher.
Re: ACOG for Rifleman Specialist
Posted: 2011-11-18 18:56
by Tarranauha200
That scopes/headshot thing was just joke, right?
Re: ACOG for Rifleman Specialist
Posted: 2011-11-18 23:22
by Bringerof_D
Tarranauha200 wrote:Armies dont have huge amouts of scopes to give for every grunt.
evidently the Canadian forces does, and to my limited knowledge the US army as well. the only CF members not using the elcans chose not to and probably bought their own red dots or eotechs or other scopes.
on a separate note i personally dont like the crossheir on eotech sights and prefer a dot both IRL and in game.
a scope does make it easier if the target is farther away but at short to mid range, it is of no real advantage over red dots or irons. i have in countless cases out gunned a scoped player with my iron sights or red dot. Mike if a specialist chooses a scope then clearly the situation is advantageous for him to do so. in other words there are buildings to enter, but might be lots of open space up to and between buildings. whether he uses that scope to play 1337 marksman or properly engage targets as a rifleman is up to the player. Every soldier is a rifleman first.