thoughts on the no AP class?
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jackal22
- Posts: 849
- Joined: 2006-11-18 20:18
thoughts on the no AP class?
please keep this intelligent so it doesnt get locked like the other topic.
imo i quite liked that class, it was under used i agree, i even think that maybe less then 3 people were ever using that class in total per round.
However its so rewarding to pull back from the frontline action, find a nice jungle path or stair case or road siding that the enemy will have to traverse if you lose the flag, and set up some nice little surprises for them.
I think the argument of not taking skill doesnt apply since clays had a detonater (very good move imo)
Also they are very good semi snipers, i mean they get binoculars so you can spot enemies quite far away trying to sneak past the defence, then pick them off.
in short i dont quite understand the motivation for removing them because they help the team (you can spot a lot for them & defend well) other then they were under used.
your thoughs?
imo i quite liked that class, it was under used i agree, i even think that maybe less then 3 people were ever using that class in total per round.
However its so rewarding to pull back from the frontline action, find a nice jungle path or stair case or road siding that the enemy will have to traverse if you lose the flag, and set up some nice little surprises for them.
I think the argument of not taking skill doesnt apply since clays had a detonater (very good move imo)
Also they are very good semi snipers, i mean they get binoculars so you can spot enemies quite far away trying to sneak past the defence, then pick them off.
in short i dont quite understand the motivation for removing them because they help the team (you can spot a lot for them & defend well) other then they were under used.
your thoughs?

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jackal22
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77SiCaRiO77
- Retired PR Developer
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$kelet0r
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My opinion is that only three kits need to be audited:
AP rifleman - current setup is quite good but needs something else to flesh the kit out, could be given SOFLAM as it would suit the purpose of his defensive and squad support role, needs a scoped rifle
Spec Ops - renamed Point Rifleman (VERY important!), designed for CQC, armed with carbine, secondary shotgun and flashbangs, remove SOFLAM and explosives
Engineer - remove shotgun completely, remove repairing wrench (unfortunately this is heavily dependent on whether the Devs can revert DICE's patch change to mines making them indestructable) , design kit as a demolitions specialist with a backpack full of C4 as opposed to one.
AP rifleman - current setup is quite good but needs something else to flesh the kit out, could be given SOFLAM as it would suit the purpose of his defensive and squad support role, needs a scoped rifle
Spec Ops - renamed Point Rifleman (VERY important!), designed for CQC, armed with carbine, secondary shotgun and flashbangs, remove SOFLAM and explosives
Engineer - remove shotgun completely, remove repairing wrench (unfortunately this is heavily dependent on whether the Devs can revert DICE's patch change to mines making them indestructable) , design kit as a demolitions specialist with a backpack full of C4 as opposed to one.
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vanity
- Posts: 562
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It was a cool kit b/c it had the binoculars, but the binaculars alone were never enough reason to give up ammo packs for me. Whenever I'd want to be AP, I'd have to juggle that tradeoff. I almost always went standard rifleman. The ammo packs were valuable not just to me but my Heavy AT and Snipers too.
I never onced used the claymores. I don't think I've ever died by them either, but I'd hear them go off occassionally.
I never onced used the claymores. I don't think I've ever died by them either, but I'd hear them go off occassionally.
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BLind
- Posts: 146
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yeh cos thats not gonna get whored by every nub and smacktard$kelet0r wrote:
Spec Ops - renamed Point Rifleman (VERY important!), designed for CQC, armed with carbine, secondary shotgun and flashbangs, remove SOFLAM and explosives
spec ops is fine as is, theres is absolutly no need for a point man.
the AP rifle is ineefective becuase his main advantage (the clays) are kinda crappy. You can lay out a very nice and intricate network of mines but still ur not often gonna catch more than 1 or 2 enemy's. Imo they should be put back so that they are trigger by movement.

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vanity
- Posts: 562
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I'd rather they just be eliminated than that. Else everyone will equip and put them on top of ladders, inside doors, corners of buildings, etc. Unless they didnt' go off if you're crouched or something, like on 2142. But still there's lots of places like rooftops that you could complete cutoff by leaving a claymore at the top of the ladder.'[R-CON wrote:BLind']yeh cos thats not gonna get whored by every nub and smacktard
spec ops is fine as is, theres is absolutly no need for a point man.
the AP rifle is ineefective becuase his main advantage (the clays) are kinda crappy. You can lay out a very nice and intricate network of mines but still ur not often gonna catch more than 1 or 2 enemy's. Imo they should be put back so that they are trigger by movement.
It'll get way out of control, IMO.
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Blackhawk 5
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Smitty4212
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vanity
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[T]Terranova7
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I'm in the crowd that says Spec Ops need to be removed completely, or made into a limited kit.$kelet0r wrote: Spec Ops - renamed Point Rifleman (VERY important!), designed for CQC, armed with carbine, secondary shotgun and flashbangs, remove SOFLAM and explosives
I too pushed for the idea of a "CQC" kit, but not with all the assets you're describing. I'd simply go with some compact AR or SMG with some sort of reflex sights, maybe a sidearm and a few hand grenades. It's basically a rifleman kit designed for close range rather than mid to long range engagements. Excellent for urban warfare.
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JohnnyPissoff
- Posts: 1358
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My suggestions to offer each class a distinctive appeal:
1) Make Anti-personnel rifleman the sole ammo dispensing class along with his claymores.
2) Make standard rifleman the only grenade thrower.
3) Give Spec opp a super effective CQ weapon such as the Model 607 CAR-15 or MP7, possibly something with a silencer or noise suppressor.
Each rifleman class should have an implied range capability as to satisfy every player's personal gaming abilities and styles:
- Spec opp close up melee style with minimal aiming capabilities
- Standard Rifleman 2nd wave in with medium aiming capabilities.
- Grenadier medium range backup with full rifle aiming capabilities.
Also the defensive and support classes:
- Anti-personnel Rifleman (w/ammo), squad machine gunner and medic. New players should be made to feel comfortable with those classes.
As for the engineer class; as is, it works out fairly well as "Sapper"*
Snipers? I would limit them to one per team. Possibly further limit their ammo and make them more like forward recon scouts instead of back-base campers.
* http://en.wikipedia.org/wiki/Sapper
1) Make Anti-personnel rifleman the sole ammo dispensing class along with his claymores.
2) Make standard rifleman the only grenade thrower.
3) Give Spec opp a super effective CQ weapon such as the Model 607 CAR-15 or MP7, possibly something with a silencer or noise suppressor.
Each rifleman class should have an implied range capability as to satisfy every player's personal gaming abilities and styles:
- Spec opp close up melee style with minimal aiming capabilities
- Standard Rifleman 2nd wave in with medium aiming capabilities.
- Grenadier medium range backup with full rifle aiming capabilities.
Also the defensive and support classes:
- Anti-personnel Rifleman (w/ammo), squad machine gunner and medic. New players should be made to feel comfortable with those classes.
As for the engineer class; as is, it works out fairly well as "Sapper"*
Snipers? I would limit them to one per team. Possibly further limit their ammo and make them more like forward recon scouts instead of back-base campers.
* http://en.wikipedia.org/wiki/Sapper
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Expendable Grunt
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Maverick--113
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