Assistant Rifleman Kit Idea
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RustyBandSaw
- Posts: 121
- Joined: 2005-09-14 21:15
Assistant Rifleman Kit Idea
Obviously the Rifleman should bulk up the infantry core, and resupply other soldiers with Ammunition, but I don't find that is always the case when playing.
Reducing the Ammo Bags to one was a nice idea to combat "Ramboism", but the Rifleman kit is still overpowered with ability to reload their own frags.
I think the Rifleman kit could be split into two kits:
Rifleman
Role: Pointman, Core of Infantry, Assault
* Remove Ammo Bag
Knife
Shovel
Assualt Rifle w/ Scope (8 + 1 mags)
Frag Grenade X 2-4 (would need play testing for ideal amount)
Smoke Grenade X 2
Binocs
Field Dressing X 1
Assistant Rifleman
Role: Resupply Other Kits (Esepcially AT/AA, Frags, C4, Mines, etc.)
* Derived from RL roles: Assistant Automatic Rifleman, Assistant Anti-Tank Gunner, Assistant Anti-Air Gunner
Knife
Shovel
Assault Rifle w/ Iron Sights (8 + 1 mags)
Ammo Bag X 2
Smoke Grenade X 2
Binocs
Field Dressing X 1
Why do this?
- This would make another spawnable kit in the selection menu.
- Frees up Rifleman to take point, as opposed to sniffing AT/AA gunner's trousers.
- Another kit to have to select in order to be a true squad/fire team.
- Support and Rifleman kits become more realistic, by not carrying ammo.
- Assistant doesn't have a scope to deal with pesky contacts as easily when paring up with AT/AA.
- With only two frags, the Rifleman becomes reliant on the Assistant.
- Rifleman w/o Ammo = True Grunt Infantry, not Rambo.
- All kits become reliant on Assistant, just as they are reliant on Medics.
- Limits the number of scopes in a squad (typically 3 now, w/ Officer and 2 Rifleman)
- Another kit which can build commander assets.
- Ideally, the six-man squads would have a more diverse load-out: Officer + Rifleman + Medic + Assistant + 2 Other Kits.
- Rifleman is still a very useful kit w/ Frags and Scoped Assault Rifle
- This creates a true ammo resupply role, and would be needed in a squad.
Reducing the Ammo Bags to one was a nice idea to combat "Ramboism", but the Rifleman kit is still overpowered with ability to reload their own frags.
I think the Rifleman kit could be split into two kits:
Rifleman
Role: Pointman, Core of Infantry, Assault
* Remove Ammo Bag
Knife
Shovel
Assualt Rifle w/ Scope (8 + 1 mags)
Frag Grenade X 2-4 (would need play testing for ideal amount)
Smoke Grenade X 2
Binocs
Field Dressing X 1
Assistant Rifleman
Role: Resupply Other Kits (Esepcially AT/AA, Frags, C4, Mines, etc.)
* Derived from RL roles: Assistant Automatic Rifleman, Assistant Anti-Tank Gunner, Assistant Anti-Air Gunner
Knife
Shovel
Assault Rifle w/ Iron Sights (8 + 1 mags)
Ammo Bag X 2
Smoke Grenade X 2
Binocs
Field Dressing X 1
Why do this?
- This would make another spawnable kit in the selection menu.
- Frees up Rifleman to take point, as opposed to sniffing AT/AA gunner's trousers.
- Another kit to have to select in order to be a true squad/fire team.
- Support and Rifleman kits become more realistic, by not carrying ammo.
- Assistant doesn't have a scope to deal with pesky contacts as easily when paring up with AT/AA.
- With only two frags, the Rifleman becomes reliant on the Assistant.
- Rifleman w/o Ammo = True Grunt Infantry, not Rambo.
- All kits become reliant on Assistant, just as they are reliant on Medics.
- Limits the number of scopes in a squad (typically 3 now, w/ Officer and 2 Rifleman)
- Another kit which can build commander assets.
- Ideally, the six-man squads would have a more diverse load-out: Officer + Rifleman + Medic + Assistant + 2 Other Kits.
- Rifleman is still a very useful kit w/ Frags and Scoped Assault Rifle
- This creates a true ammo resupply role, and would be needed in a squad.
Last edited by RustyBandSaw on 2007-07-22 20:28, edited 1 time in total.
Reason: Addind more ideas, addressing replies and critiques.
Reason: Addind more ideas, addressing replies and critiques.
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RustyBandSaw
- Posts: 121
- Joined: 2005-09-14 21:15
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RustyBandSaw
- Posts: 121
- Joined: 2005-09-14 21:15
I would disagree on the fact that the Rifleman kit has two main features that other kits (w/ exception of the Officer Kit) do not:LekyIRL wrote:I like the idea but people might stop taking the rifleman kit,the only really useful thing about the rifleman is the ammo
1. Scoped Assault Rifle
2. Fragmentation Grenades
I rarely get support from Rifleman when I need ammo when I play. The ammo tends to be hogged by the Rifleman for resupplying their frags, smoke, and field dressings, from my experience. Hell, I even do it myself when I need to.
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77SiCaRiO77
- Retired PR Developer
- Posts: 4982
- Joined: 2006-05-17 17:44
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RustyBandSaw
- Posts: 121
- Joined: 2005-09-14 21:15
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tekkyy
- Posts: 111
- Joined: 2007-06-26 14:53
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RustyBandSaw
- Posts: 121
- Joined: 2005-09-14 21:15
AgreeDavid.Podedworny wrote:It's noob season now on PR, When it's over it should be only the seasoned vets playing and they know the definition of teamwork.
I think an Assistant Rifleman kit would add more realism. I would like to think it's worth a shot to have this kit in-game at some point.
It's a team game, and having one more kit to rely on heavily (such as the Medic Kit) only makes the teamwork more dynamic.
Another note on scopes, since it's been brought up, is that if all the other kits had scopes, then the Rifleman class would almost be completely useless then.
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
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Eddie Baker
- Posts: 6945
- Joined: 2004-07-26 12:00
Riflemen will carry all the ammo they can for their own weapons, and NCOs will find every grunt who can still move with his rucksack on and task them with carrying ammunition for supporting weapons. This might be belts and possibly barrels for the squad LMGs or platoon MMGs/GPMGs, rockets for attached anti-tank/assault teams, claymores or other mines and possibly rounds for the company light mortars.Expendable Grunt wrote:Do all riflemen carry ammo like they do in PR?
With regards to dedicated "A-gunners," we've tried to make them for a long time, but it seems to be hardcoded, which is why you can't reload only specific individual weapons at ammunition crates or from ammunition bags. Otherwise, we'd make it so only certain weapons can get reloaded by the rifleman's bag.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
I agree with Eddie. Whilst this is a nice idea in theory, due to the limitations of the resupply system consisting of 3 Dungeons and Dragons style magical elements, you can't separate the ammo types that such a person may carry in real life (which would be cool cos you could make several pretty much identical classes that carry ammo for LMGs, AT or whatever else may be necessary). So the way it's done at the moment seems the best way unfortunately.
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RustyBandSaw
- Posts: 121
- Joined: 2005-09-14 21:15
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GrayeKnight
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