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too many binocs?

Posted: 2007-06-18 21:35
by billdan
i know this has been brought up before, just read pls-

ive never been in the military, but every rifleman, engineer, saw gunners, and grenadiers having binocs seems pretty unrealistic to me (hopefully many of you)

the best argument for giving them to the rifleman is:
'[R-DEV wrote:eggman']hehe well.. rather than give binocs to every class, we want more folks to play the classes with Binocs (effectively resulting in there being more binocs in the field).

Rifleman gets binocs in v0.6 and .. realistically speaking .. a good portion of the folks in a battle at any given time should be Rifleman (there's some other stuff that makes them an attractive class in v0.6 and future versions).
however, i think the .6 rifleman is already the most attractive spawn-class with 4 grenades, unlimited ammo for them and his rifle(scoped), 2 smokes, entrenching tool to help with asset construction, and body armor
he could even get another field dressing if the kit is still not attractive enough, because this is less unrealistic than giving him binoculars
the .6 rifleman is more of a "swiss army knife" player than the no-armor/no-grenades .6 specops, IMO

and engineers with binocs? the only use i foresee is for coordinating C4 traps

however binocs are still needed in a spawn-menu class, so...
SOLUTION: a "NCO" or "fire team leader" should be created (to replace the sf kit-but that's another on-going discussion) with knife, NO pistol, CARBINE (m4a1 can just be set to burst for an m4, aimpoint stays), one frag, 2 smokes (one reg and one marker), binocs, 1x field dressing, body armor
I believe 1-2 of these in a good squad would benefit teamwork by creating more interdepency and help the squad leader tactically
the fire team leader directs SAW and grenadier fire with his binocs; thus good communication is encouraged b/w them.
with a carbine w/less ammo, fewer grenades and no entrenching tool he is less combat effective than the rifleman, but if the NCO was the only spawn kit better spotting capability he'll be far from useless and unnecessary
though titled "NCO" he could also affectively be the "scout"/"pointman" with his binocs and one nade or the "CQB rifleman" with his carbine and armor (all suggestions for an SF replacement)
have i just killed two birds with one stone?

like to hear ur thoughts

BTW sorry for the longest post i have ever typed

Posted: 2007-06-18 21:39
by eggman
We ended up giving them to just about every class because .. just like real life .. with longer engagement ranges classes are pretty much useless without binocs.

And realistically any infantryman not issued binoculars would go out and buy their own $20 pair of binocs.

Posted: 2007-06-18 21:44
by SiN|ScarFace
'[R-DEV wrote:eggman']

And realistically any infantryman not issued binoculars would go out and buy their own $20 pair of binocs.
Yea and they are a nice thing to have so you can all look instead of the person with binocs saying "over there by the trees to the left." when even tho you look there you can't see shit.

Posted: 2007-06-18 21:44
by daranz
Medics and engies are already near useless when fighting around Kashan facilities, because the distances inside one compound can be so great. Without binocs. With binocs, they can at least stay on the lookout for enemies.

Posted: 2007-06-18 22:44
by Jimmy_Smack
No, definitely keep them. Very important at long range engagements.

Posted: 2007-06-18 23:24
by l|Bubba|l
'[R-DEV wrote:eggman']We ended up giving them to just about every class because .. just like real life .. with longer engagement ranges classes are pretty much useless without binocs.

And realistically any infantryman not issued binoculars would go out and buy their own $20 pair of binocs.
Exactly.

http://www.focus.de/politik/ausland/bun ... 28760.html
http://translate.google.com/translate?u ... uage_tools
Image

Posted: 2007-06-18 23:31
by mrmong
make some binocs that arent as good as the current ones ofr riflemen

Posted: 2007-06-19 03:53
by Outlawz7
Why, the bincos are good enough, SLs get the SOFLAM, which has 2x zoom and can see further than binocs...

Posted: 2007-06-19 04:47
by wazza_ni
Outlawz wrote:Why, the bincos are good enough, SLs get the SOFLAM, which has 2x zoom and can see further than binocs...
Just curious but Outlawz, but is your in game name Outlawz7???

Posted: 2007-06-19 06:22
by Longbow*
wazza_ni wrote:Just curious but Outlawz, but is your in game name Outlawz7???
You know other Outlawz ? :lol:

Posted: 2007-06-19 10:06
by Expendable Grunt
Yes he is, and he's a farily good player too.

Posted: 2007-06-19 13:16
by Long Bow
I complained when they told me they were dropping the Anti-Personal kit as I found it more usefull then rifelman simply because of the binocs. Now that the other classes have bincos I am so happy. If anything the binocs encourage communication and hence teamwork. You can all scan and report in to your squad. You can identify friendles from a distance to reduce tks. etc. Last night on Qwai river we had a whole squad set up in a perimeter around temple scouting out enemy and communicating. Without them we probably would have not been as co-ordinated i.e. spot an enemy west and the squad members on the east have enough time move to reinforce.

Loving the abundance of binocs :grin:

Posted: 2007-06-19 13:29
by loyalguard
I agree with binoc proliferation as well. As gameplay becomes a little slower/more realistic and as stated above with longer range engagements, binocs are necessary tool and give an an important function to squad members that aren't directly engaged with the enemy.

Posted: 2007-06-19 13:37
by Dark_Wolf
I also like more available binoculars. I wouldn't call it a specialised kit so it's not like it's that unrealistic.

Plus if you really have no ammo left you can at least be useful to your team :)

Also, using them can make you pretty vulnerable.

Posted: 2007-06-19 16:40
by jackal22
can some one clear up a point?

why does the sniper class have binocs when their weapon is better and why do marksmen have it when their weapon is exactly the same?

also whats the difference between rifle man scop and standard binocs?

because when ever i use them i always think that i can get the same magnification with a weapon scope any way so i dont really see the point...

for medics and stuff then yeh they are useful but why give binocs that are inferior to certain classes?

Posted: 2007-06-19 17:05
by fuzzhead
increased zoom, increased FOV, etc