As we know, rifleman AP is the least used kit ingame (except in some Russian insurgency maps, in where it comes with a scoped rifle). So a small change that would make it a bit more viable would be to remove the arming time on the detonator.
In before someone says real detonators have such arming time - in real life you can arm the detonator and just set it aside and use it immediately when needed, in PR you cannot.
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-25 20:09
by bahiakof
The Rifleman AP (conventional faction) kit is useless. It would be best if it were activated by wire, or if you had the option to choose both modes: Wire or Remote (the reality is like this).
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-25 20:43
by Heavy Death
I agree, the "arming" time can easily be removed for gameplay, maybe to counteract, add some seconds to the deployment of claymore. It would represent the dug in defense better IMO.
Wire operated is kinda meh. Reminds me of the BF2 claymores on the top of the ladders.
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-25 21:08
by Spitfire1.2
I up for wired claymores, maybe one remote operated mine and one "victim-operated"?
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-25 21:15
by Jabil_One
landmines or mines in generally, that arent remote detonated are banned from conventional methods of warfare.
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-25 21:22
by LEGIYA
bahiakof wrote:The Rifleman AP (conventional faction) kit is useless. It would be best if it were activated by wire, or if you had the option to choose both modes: Wire or Remote (the reality is like this).
I played on Fools Road,theres a hospital building that has underground part on Estate which is pretty hard to go through when nmy is camping there.
Soultion,place ap mine at the very edge(so it falls down) activate it and clears all nmies.
Pretty cool use of it
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 00:03
by FFG
I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 00:29
by Lugi
FFG wrote:I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
Yup, all those PR videos on youtube and only one showing killing someone with claymore, and the kill is just for lulz. Sums the effectiveness of rifleman AP just about right.
In my 7 years of playing PR I've seen this kit being used once
to teamkill 15+ friendlies at the carrier on Muttrah
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 00:35
by Hunter291
ever played ins?
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 01:46
by QuickLoad
of the few times(maybe 7) that i've ordered a guy to use rifleman AP or used AP myself is:
1. scoped rifle like many have said, can be used as an offensive marksman who can figh effectively close quarters, and when they're compromised they can set up defenses within seconds and inflict many casulties.
2. defensively used on a long chokepoint(like a hallway or a gap in a fence) that couldn't be holed up already.
I had a really far forward superFOB on muttrah city, wired everything up but left a hole that had zig-zagging barbed wire(you'd have to run through 3 layers in order to get in), at the end I put a claymore and multiple tripwires inside of those 3 wires, so any hostiles running in would not only have to get through 3 layers(would take a good 4 seconds) but also attract enough attention where one could detonate the claymore.
well, the MEC soldiers never came in and we moved out a couple minutes later.
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 04:55
by Jacksonez__
Very niche kit. I'd rather use AR/MG/HMG for chokepoints I remember that devs were about to add RPG-7 with thermobaric warhead to russian ap-rifleman kit?
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 09:30
by DogACTUAL
Thermobaric warhead (and fragmentation warhead) were put on ice.
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 10:55
by inb4banned
FFG wrote:I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
5x the effort for a single kill...
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 11:36
by Vista
IMO the most fair way of making the kit balanced/useful is by making the claymores detonate automatically when people walk closely in front of them, but make the kit's avalability the same as a HAT or Sniper.
Also limit the maximum of claymores you can deploy by 2.
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 12:54
by M42 Zwilling
inb4banned wrote:5x the effort for a single kill...
That was at least 2-3 kills. I was setting it up to kill the squad on the other side of the riverbed when one happened to run up to my bush, but I heard at least one more scream and die on the other side. The blast range makes them pretty hilarious on Ia Drang. They ignore the foliage and can delete a bunch players hiding in a section of bushes at once.
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 15:17
by fecht_niko
[R-DEV]M42 Zwilling wrote:That was at least 2-3 kills. I was setting it up to kill the squad on the other side of the riverbed when one happened to run up to my bush, but I heard at least one more scream and die on the other side. The blast range makes them pretty hilarious on Ia Drang. They ignore the foliage and can delete a bunch players hiding in a section of bushes at once.
I'm pretty sure that your M14 was way more OP than this 1-2kills...
Looking forward to some: "Hello this is FFG/Zwilling and today I'll show you how to" vids.
Cheers,
The Chicken
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 15:38
by M42 Zwilling
fecht_niko wrote:Looking forward to some: "Hello this is FFG/Zwilling and today I'll show you how to" vids.
Glad to hear it, maybe we could even do a collab so you can show us how to win a tournament
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 17:50
by Vista
[R-DEV]M42 Zwilling wrote:Glad to hear it, maybe we could even do a collab so you can show us how to win a tournament
But to do a collab you need to get the balls to participate first
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 20:28
by M42 Zwilling
Vista wrote:But to do a collab you need to get the balls to participate first
Nah, TZ doesn't have fun unless we're winning, so there's no point until you teach us how to git gud. We try not to overstate ourselves when we don't have the skill to back it up, that can be pretty embarrassing
Re: Remove the arming time on rifleman's AP detonator
Posted: 2017-09-26 22:37
by Vista
Vista wrote:IMO the most fair way of making the kit balanced/useful is by making the claymores detonate automatically when people walk closely in front of them, but make the kit's avalability the same as a HAT or Sniper.
Also limit the maximum of claymores you can deploy by 2.
Any thoughts on this? I think it's a fair proposition.
[R-DEV]M42 Zwilling wrote:Nah, TZ doesn't have fun unless we're winning, so there's no point until you teach us how to git gud. We try not to overstate ourselves when we don't have the skill to back it up, that can be pretty embarrassing