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Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 01:33
by Trooper909
[R-DEV]fuzzhead wrote:Rifleman Specialist will be limited (and more importantly, requestable) like a Medic in v0.95...
So now if no one came with a rope, you can get one off a crate instead of waiting for someone to die, but you wont see half the team with the kit cuz it has 2 main weapons...
If I read this right you mean the specialist will have to choose to have a shoty or M4?
If yes maybe make it so thay have to load non leathal or leathal rounds.
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 01:56
by Gore
Trooper909 wrote:If I read this right you mean the specialist will have to choose to have a shoty or M4?
If yes maybe make it so thay have to load non leathal or leathal rounds.
that is a very nice suggestion, really hope its gonna be like that.
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 01:57
by dbzao
No, he means you won't see half the team with it BECAUSE it has 2 main weapons, it's limited now so they will be more scarce.
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 06:46
by BrownBadger
Lange wrote:Hey everyone,
I figured i'd start a discussion on this based on what i've seen in servers playing in .9, and from what i've seen the new kit that seems to be the lonewolf/LEET ninja kit is the rifleman specialist. Why is this? Well im not exactly sure but ill share a few points, starting with insurgency which is where i've noticed a lot of this.
The other day on Lashkar Valley, I was leading a squad on Taliban and we was defending a cache in the caves and it was know for several minutes to that point, and all of a sudden when we had no contact or engagements to this point, cache blows up and we like what the, and what do you know a few guys in my squad spot a guy with a specialist kit. They take some shots at him however he manages to get away. They main problem is is this single dude with a specialist kit manages to just sneak in undetected, blow the cache and get away like it was all good. Aren't caches supposed to take a team effort? I've also heard of others playing as insurgents notice the same thing with single specialist guys sneaking in and getting caches. Quite annoying really because it goes against what the games main goal is, teamwork.
A lot of the time you see a lot of guys play as specialist on insurgency, and my guess is its pretty effective in the city close quarter envoirnments vs those deadly AK's in CQC, and that's reasonable, also being able to arrest civis and such. However very few people ever play as civis so that's a limited reason, but do we have a few too many specialists on the field? Is it really a issue?\
AAS I don't notice this as much but I guess the nature of the kit equipment somewhat does encourage lonewolfing, just doesn't impact gameplay as much though.
Post your thoughts.
It was your teams fault for letting him sneak past, that shouldn't have happened regardless of how many grappling hooks he had!
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 07:24
by dtacs
Are there any other changes to the specialist kit? Just wondering if theres the possibility of more than 1 per squad.
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 08:38
by Psyrus
dtacs wrote:Are there any other changes to the specialist kit? Just wondering if theres the possibility of more than 1 per squad.
TBH I think it's better if it is limited to 1 per squad, preferably with min 4 players (but I assume it'll be 2 players due to fuzzhead's likening to the medic kit) such that you need a cohesive squad to use the specialist, and importance will be placed upon that player's life. That being said, I wouldn't kick and scream if:
Medic:
- 2x players in the squad = 1 medic
Auto:
- 4x Players in the squad = 1 AG
Specialist
- 2x players in the squad = 1 specialist
- 6x players in the squad = 2 specialists
But then again, looking at how the kits are currently handled in the python of realityconfig_private.py, it looks like adding that functionality might be a bit of an issue. .
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 09:51
by Arnoldio
No, no, 1 specialist per squad is enough.
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 10:19
by amazing_retard
ChizNizzle wrote:No, no, 1 specialist per squad is enough.
Making them rare makes them more special

Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-08-23 10:46
by Snippers
On the flip side, this will also reduce the amount of specialist kits the insurgents can get their hands on (via dead enemies, as the game progresses perhaps a seventh to a third of the insurgent team have bluefor kits varies game to game though). When I play insurgent its usually not too hard to get hands on a bluefor specialist kit due to their abundance, which then gives me the same mobility and a gun. Insurgents will use captured specialist kits to get on the rooftops, so they don't need a kit with a gun to get on rooftops. In regards to should it be limited, I'd say:
2 Men in Squad = 1 Specialist, 5 Men or more in Squad = 2 Specialist. Or leave the system as it is.
In Insurgency it is defiantly useful to be able to specialize with 2 specialists, then split the squad into 2 fireteams (each with a single specialist) to spread out and search (assuming no enemy contact). I can see the argument for 1 specialist per squad, but with the added ability of having insurgents be able to grab kits off corpses, I don't see it as something that needs to change.
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-09 20:34
by Anderson29
AWESOME news on the specialist kit being limited devs! now all you guys got to do is remove the hook(or give to snipers only) and disable the picking up of enemy kits and the game might be close to perfect. then the insurgents might actually be able to create choke points and BLUFOR might actually have to fight the "fatal funnel" instead of having BLUFOR come outa no-where with that magic hook
and if yall add that gay hook to arma pr........
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-10 08:07
by notmyingamename
limited specialist?
it's a dude with rope. the defining feature is his shotgun. there are too many ropes on the battlefield? well hey, i can't climb walls, or jump anything better than 2 foot. you gonna make a stepladder class? rope is a great asset, it shouldn't be kicked down to 1 rope per squad.. if a squad wants 1 rope, then the leader can designate a specialist. why dismiss anyone outside of that box, due to balancing the almighty imbalanced "rope with a hook," the bane of modern insurgent warfare...
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-10 14:00
by Anderson29
notmyingamename wrote:limited specialist?
well hey, i can't climb walls, or jump anything better than 2 foot.
more like 3 feet but hey, go put 70-100 lbs of gear on and attempt to do the above you mention and report back with the results.
im against the rope because it makes it to easy....
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-10 14:47
by notmyingamename
Anderson29 wrote:more like 3 feet but hey, go put 70-100 lbs of gear on and attempt to do the above you mention and report back with the results.
im against the rope because it makes it to easy....
yeah, 80lbs on back, consistently tasked to MOVE UPWARDS AND OVER OBJECTS. do you think people just walk around everything? and believe it or not, many carry rope..
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-10 17:38
by Lange
notmyingamename wrote:limited specialist?
it's a dude with rope. the defining feature is his shotgun. there are too many ropes on the battlefield? well hey, i can't climb walls, or jump anything better than 2 foot. you gonna make a stepladder class? rope is a great asset, it shouldn't be kicked down to 1 rope per squad.. if a squad wants 1 rope, then the leader can designate a specialist. why dismiss anyone outside of that box, due to balancing the almighty imbalanced "rope with a hook," the bane of modern insurgent warfare...
I'd tend to disagree and many would, but really the rope isn't the bulk of the reason for this. Yes it is one reason but many other more important factors played into this decision. Mainly its the kit abuse by players on insurgency maps with all thats being used is specialist. The main things about the specialist is 2 primary weapons extra incenary and the ability for many players to just lonewolf with the kit and be effective against insurgent teams/cache hunting as 1 man. Basically the limitation is to prevent overuse of the kit.
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-10 18:27
by Total_Overkill
[R-DEV]fuzzhead wrote:Rifleman Specialist will be limited (and more importantly, requestable) like a Medic in v0.95...
So now if no one came with a rope, you can get one off a crate instead of waiting for someone to die, but you wont see half the team with the kit cuz it has 2 main weapons...
No one takes specialist because "it has 2 main weapons" ... they take it because it does EVERYTHING, the only thing the kit lacks is a scope, really.
Remove the frag grenades like before, and limit the auto-shotties attack speed, problem solved.
Then people will have a reason to choose between specialist and rifleman.
How many people do you think would take a rifleman kit if it was the only default kit with frags?
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-10 18:48
by killonsight95
Total_Overkill wrote:
No one takes specialist because "it has 2 main weapons" ... they take it because it does EVERYTHING, the only thing the kit lacks is a scope, really.
No he was saying everyone likes to take it becuase it has two main wepons but they won't anymore because its limited and requestable
Remove the frag grenades like before, and limit the auto-shotties attack speed, problem solved.
attack speed? do you mean rate of fire (ROF), anyway thats perfectly realistic and frag grenades weigh hardly anything so 1-2 grenades are realistic
Then people will have a reason to choose between specialist and rifleman.
they do.... the scope, extra grenade, ammo bag, smoke grenades
How many people do you think would take a rifleman kit if it was the only default kit with frags?
I wouldn't grenades are only used every now and again and can kill freindlies very easly so not always the best thing to have, i usualy take riflemen because of its scope, ammo bag and smoke grenades
answers in
red
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-10 19:45
by Claymore
Rifleman specialist is a CQB kit, I think the shotgun should not be nerfed and the grenades should not be removed.
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-10 20:05
by notmyingamename
Lange wrote:I'd tend to disagree and many would, but really the rope isn't the bulk of the reason for this. Yes it is one reason but many other more important factors played into this decision. Mainly its the kit abuse by players on insurgency maps with all thats being used is specialist. The main things about the specialist is 2 primary weapons extra incenary and the ability for many players to just lonewolf with the kit and be effective against insurgent teams/cache hunting as 1 man. Basically the limitation is to prevent overuse of the kit.
i've
never seen or heard anyone complain about getting sidelined by a specialist. if one man roped a wall, caught the defense off guard and torched a cache, then you failed. move on, defend the next one better... no one complains. at most, you get the occasional "ghosting?" no, you just got flanked. deal with it. shotgunning from the hip is the only valid complaint i see to a specialist, and that's only with semi-auto. it's not like you couldn't have shot the "lonewolf," taken his kit enjoy your fairly won imba rope with hook..
Re: Rifleman specialist-new lonewolf kit?
Posted: 2010-09-11 19:00
by ralfidude
oh quit yer crying kids.
All PR kits that are requestable are in the special class section, and the rifleman specialist is a special class. Its about damn time.
Anybody that goes out lonewolfing for caches takes that kit cuz its got everything you need. And cqb with a semi automatic shotgun... come on... that thing is a beast!
GJ devs!