Page 1 of 1
Expanded Spawnable Kit Selection
Posted: 2018-07-13 12:56
by Unarmed Civilian
Why in PR it isn't a thing as in BF2 whereas you could unlock kits and have more than two basic options to spawn with a given class?
Why not use more than Default and Alternative kits? We could be using at least 3 options nowadays:
1- Scope
2- Red Dot
3- Iron Sights
I for one am against medics having scopes when there are no backup sights, I liked it more when the medic kit could only use "iron or dot", medics aren't supposed to be sticking their heads out and being aggressively exchanging fire, specially at distances.
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-13 13:52
by PatrickLA_CA
Because someone will have to do all the separate kits for each combination for each faction.
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-13 14:07
by lakinen
"I for one am against medics having scopes when there are no backup sights, I liked it more when the medic kit could only use "iron or dot", medics aren't supposed to be sticking their heads out and being aggressively exchanging fire, specially at distances. "
-In your opinion,It's best that medic have pistol or bat.(so who would then play like medic,no one),just take alt kit.Or maybe to put logi driver class,then we can drive logi truck around map(and have points for it)

Re: Expanded Spawnable Kit Selection
Posted: 2018-07-14 00:55
by FFG
Its possible to do, But it also takes a lot of work.
Lets take the Russian LAT kit for example, 2 Different AT + 3 different rifle set ups = 6 kits. Just for LAT. Its alot of work to do this for every kit for every faction. On top of that is a lot of work to maintain.
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-15 11:03
by Unarmed Civilian
FFG wrote:Its possible to do, But it also takes a lot of work.
Lets take the Russian LAT kit for example, 2 Different AT + 3 different rifle set ups = 6 kits. Just for LAT. Its alot of work to do this for every kit for every faction. On top of that is a lot of work to maintain.
It doesn't have to be all overly expanded as that, as currently we don't have it. Taking your own example the russian LAT has 2 options, scope + rpg26, iron + rpg7, a third option with the russian kobra reddot could come with anti-infantry rpg rockets, namely the OG-7V warhead.
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-16 09:00
by Brotherscompany
Unarmed Civilian wrote:
I for one am against medics having scopes when there are no backup sights, I liked it more when the medic kit could only use "iron or dot", medics aren't supposed to be sticking their heads out and being aggressively exchanging fire, specially at distances.
No pls dont scrue up my class, dude back then the comunity had a totally diferent mind set: "l need to sacrifice my own pleasure in order to achieve victory" . That made people stick to their role and follow it, l dont see that happening now so much. People already dont like to play as a medic and if you put that barrier to inforce iron sight under that circunstance l would see a even dedicated medics backing off of that class (l know l would and 90% of my playtime is as a medic).
Also what you are saying leads to medics being even more agressive due to the fact their maximum eficacy would be at close quarters. There is not much of a problem in long range fire fights having the medic agressively trying to shoot, those aint so deadly and if you manage to die its super simple to get the medic, just need a smoke and thats it job done, most likely we are slightly peeking over a barrier so the body would just fall next to cover
But yhea besides that l like your sugestion, just giving the players a bit of more flexbility but notice you can already achieve that using diferent kits, l think thats kind of a way to force people to get out of their confort range if they want to have a diferent feel of the weapon
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-16 12:32
by Unarmed Civilian
People don't like playing medics because gameplay has degraded to the point of widespread vanilla mindset. Run around, kill, get killed, respawn, go after your killer and keep doing that until end game. If only we had an enforced minimum respawn timer as I mentioned in another thread about people giving up so fast. Medics would be way more important if you had to stare the sky for 3 minutes before even clicking "Give Up".
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-17 00:08
by ALADE3N
Unarmed Civilian wrote:People don't like playing medics because gameplay has degraded to the point of widespread vanilla mindset. Run around, kill, get killed, respawn, go after your killer and keep doing that until end game. If only we had an enforced minimum respawn timer as I mentioned in another thread about people giving up so fast. Medics would be way more important if you had to stare the sky for 3 minutes before even clicking "Give Up".
Medics play vital role in pr , are you serious? I still play as a medic. Running around getting people up, throwing smoke so enemies cant see our position. Even though back then when my pc was crappy medic was my first kit to pick when I spawn and always will be, except when the role is already taken.
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-17 16:34
by Unarmed Civilian
HeneraLuna wrote:Medics play vital role in pr , are you serious?
I did not state that Medics are not vital, as I agree with you, they really are vital. I didn't express myself in the best way possible. What I tried to say is that Medics are not taken as valuable by a vast part of the player base, because said part are "looney tunes" (lonewolves), they die then give up quickly in order to respawn and go back to action, if they mayhaps were forced to await 3 minutes in order to give up, then, I'm sure they'd play more medic kits and try and stick near one.
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-17 18:07
by Heavy Death
Once upon a time, good medics were classed as true heroes, nowadays its just "that" kit you take if there is nothing else really.
But I like to play medic very much yes.
Re: Expanded Spawnable Kit Selection
Posted: 2018-07-18 07:48
by QuickLoad
Unarmed Civilian wrote:It doesn't have to be all overly expanded as that, as currently we don't have it. Taking your own example the russian LAT has 2 options, scope + rpg26, iron + rpg7, a third option with the russian kobra reddot could come with anti-infantry rpg rockets, namely the OG-7V warhead.
So you're suggesting a +1 kit to some specializations, but your example is not good.
If peopel start taking LAT for HE purposes, then why is it called Rifleman Anti Tank and not Rifleman Anti Personnel, furthermore, what's the purpose of grenadier then?
and someone would still ahve to make it, though IIRC there's already an OG-7V model by Rhino ingame just unused.
and the kobra reddot would still have to be made, ontop of that, why do they need the kobra? why not just irons. kobra is something that would be given to a squad lead alt for example since it's less issued.
not trying to beat down your discussion, but it's a lot of work for something that wouldn't be that useful. if anyone is willing to do it, that's their time and they are free to do so, it would be very welcomed i'm sure. but there are more pressing things to update imo