Assistant Rifleman Kit Idea
Posted: 2007-07-22 19:51
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.