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Sniper & SF kit suggestion

Posted: 2007-11-28 16:02
by Outlawz7
Can we pweaty pweese have the sniper and spec op kit be the only kits, that can only be requested at the main base for 0.7, if possible to code?

Now I know, that sniper kit will not be available from RPs anymore *relief* and I have no idea about the plans with SF kit, besides being limited, which sounds good enough already.

Since sniper kit is already powerful enough and the spec op kit is finally going to serve it's true role (not instaproning with M4 being 1337), they should be only available at the main base, so once the enemy team gets rid of both, they won't just respawn out of a bunker, request their kits again and 60 seconds later it'll be the same situation again for the enemy team.

IMO if you're going to go Spec Op/Sniper in 0.7, you should pre-plan what are you going to actually do instead of going around killing people randomly.
Plus, if you got taken out when sniping the enemy officers or trying to get rid of their assets, your little mission should be failed, not just a "ok, dead,lemme respawn and I'll be right back here".
A 5-min delay, before the Spec op kit comes back into the kit pool should also be added, so when taken out by the enemy, it would take some time to regroup.

A side suggestion would be to limit the sniper kit to ONLY ONE per team and only requestable above 24 people (4 full squads), not 17 as it is now to get the first one out of two.


Discuss.

EDIT: Someone correct the typo in the title :o ops:

Posted: 2007-11-28 16:05
by bosco_
I like the idea of only having these two at main.
Would stop people from simply getting a sniper rifle from their RP to counter enemies at long range.
SpecOp only at main would be good too, people dont just turn into D3lt4 during a battle.

Posted: 2007-11-28 16:37
by *spacecadett*
a nice and decent suggestion... lets hope it gets some attention!

Posted: 2007-11-28 16:39
by MadTommy
i dont really get this restriction on the special forces kit.. i rub my hands with glee and watch my K/D ratio rocket as i meet special forces troops.. they drop so easy.
In fact making it limited will make things worse...in 0.7 it sounds like you can get the Special Kit with bodyarmour..... anyone think about that?

eh...

Posted: 2007-11-28 16:54
by -dEpRaVe-
Honestly, I agree. SF troopers on the field drop way too easy. No body armor, carbine weapons not suited for long range, no silencer on either their secondary or primary, weaker charges than C4...the only advantage I see from a SF guy is that on USMC he gets an automatic weapon which is useful for CQB. MEC SF troops' weapons actually seemt to fire SLOWER than the G3. Their role of destroying enemy assets is easily replaced by the engineer who can use a single pack of C4 to destroy just about anything. I once put a C4 pack on the ground in the middle of a commander truck, AAA emplacement and firebase spaced about 5-6m give or take apart from each other, and the pack vaporized all three assets (as it should). I just don't get the role they're supposed to play on the Battlefield at this point. Limit them? Fine with me, the only time I ever play them is when I want a challenge anyway.

Posted: 2007-11-28 16:58
by Outlawz7
MadTommy: If you spawn with body armor, no matter what kit you request, you will still keep that armor. So yes, in 0.7 everyone will have body armor, as no one will be able to spawn without it (except Insurgents)

Second, in 0.7 The SF kit is going to be limited and therefore I assume, it's going to serve it's role, not running around in some 1337 cap and spraying around with your M4. Even if someone would do that, they would waste the kit with it and bring some consequences for the team.

Posted: 2007-11-28 17:00
by Mongolian_dude
MadTommy wrote:i dont really get this restriction on the special forces kit.. i rub my hands with glee and watch my K/D ratio rocket as i meet special forces troops.. they drop so easy.
In fact making it limited will make things worse...in 0.7 it sounds like you can get the Special Kit with bodyarmour..... anyone think about that?
I like the idea.
The problem is with all these SF is that they degrade the style of play because 1/3 of the server is running around, diving on the floor with it. Keep it restricted and they suddenly realise that they have to be careful with it and perhaps not try and slam every APC that comes to government office, getting killed on the first 3 attempts.

I think it would force more planning so that they would cut down on the gung ho BS and play it like it should be done, which in turn decreases rush-rush gameplay.

...mongol...

Posted: 2007-11-28 17:04
by MadTommy
Outlawz wrote:MadTommy: If you spawn with body armor, no matter what kit you request, you will still keep that armor. So yes, in 0.7 everyone will have body armor, as no one will be able to spawn without it (except Insurgents)

Second, in 0.7 The SF kit is going to be limited and therefore I assume, it's going to serve it's role, not running around in some 1337 cap and spraying around with your M4. Even if someone would do that, they would waste the kit with it and bring some consequences for the team.
Exactly.. so now SP will have bodyarmour... great. This makes no sense to me..let the leet noobs spawn SF so the rest of us can have fun cleanig the floor with them.

I dont see why limiting them will make any difference to how it is used. Only a certain type of player will request it and it will likley be available to them..so they will run around as they did before but with bodyarmour.
[R-MOD]Mongolian_dude wrote:I like the idea.
The problem is with all these SF is that they degrade the style of play because 1/3 of the server is running around, diving on the floor with it. Keep it restricted and they suddenly realise that they have to be careful with it and perhaps not try and slam every APC that comes to government office, getting killed on the first 3 attempts.

I think it would force more planning so that they would cut down on the gung ho BS and play it like it should be done, which in turn decreases rush-rush gameplay.

...mongol...
if it works as you say.. its a great idea.. but i have my doubts.

Posted: 2007-11-28 17:11
by nicoX
Outlawz wrote:
A side suggestion would be to limit the sniper kit to ONLY ONE per team and only requestable above 24 people (4 full squads), not 17 as it is now to get the first one out of two.
The thing is snipers don't operate with an infantry squad. I have never although seen anyone creating a sniper squad. It only requires 2 ppl. I kick snipers or tell them to change kit in my squad if they are not marksmen.

What you are trying to do with this post is you want to take the control of players that take the sniper and SF kit. By putting them at the base. How good would that be? If squads would be organized it could work. Those would be picked up by an AIR Assault squad and being deployed to the location they want to be. Instead of going by foot for 5 min being spotted or taking a vehicle and getting blown up. Thats not the way snipers (and SF) is to move.
I'm with you that sniper kit is to be removed from RP, but not from bunkers, supply drop and fire bases as that is the commanders responsibility. For SF kit it's 50/50. A RP is a extraction point deployed by the SL so SF spawn should be able to take from an RP. Now I'm thinking there is a SF squad created, though it doesn't mean everyone is having the SF kit in the squad. More thinking have to be added for this squad so maybe the SL have to request a SD or operate near a bunker or FB, if the SF kit now will show they are much more valued by any other kit, that makes him take those back if lost.

Besides you have to think that this is squad orientaded. No SL want to wait 5 min for 2 guys getting back at the base and wait for the kit and another 4 minutes before they reach the SL.

Posted: 2007-11-28 17:38
by Waaah_Wah
Who do ppl hate the Sniper and Spec Ops kit?

Posted: 2007-11-28 17:47
by Outlawz7
Cant blame the SF, it just has a 1337 carbine and its for free, but snipers running around being omfgwtfpwn when shooting enemies from 30 m away is just plain retarded :|

Posted: 2007-11-28 20:01
by Waaah_Wah
Whats wrong with the Spec Ops carabine..? Its pretty good if you can use it propperly.

Posted: 2007-11-28 20:05
by bosco_
Yeah, but people take Spec Op just for the gun. That's the problem.

Posted: 2007-11-28 20:11
by CareBear
Outlawz wrote:Cant blame the SF, it just has a 1337 carbine and its for free, but snipers running around being omfgwtfpwn when shooting enemies from 30 m away is just plain retarded :|
i cant help it if im in a nice sniper position, that happens to be above the flag ur trying to cap :lol:

Posted: 2007-11-28 21:40
by Waaah_Wah
[R-PUB]bosco wrote:Yeah, but people take Spec Op just for the gun. That's the problem.
Well i take the grenadier kit just for the GL...I really cant see a problem here

Posted: 2007-11-28 21:44
by bosco_
^Spec Op should be used to destroy enemy assets, bunkers, bridges, whatever.
He's not a rifleman with another gun.

Posted: 2007-11-28 22:29
by Tannhauser
Special Forces .. Special .. Ring a bell?
Special Operations = TACTICAL and PLANNED operations..

Making it limited is a GREAT idea, but i'm afraid of it still being useless!

SF is meant to operate surgical strikes on the enemy where it hurts the most : Destroying assets, roads/airtrips/bridges, fuel/ammo depots, stocked vehicles, tacticaly strong positions, assassinating ennemy officer/commanders, making deadly and SILENT ambushes/assaults, reckon missions.....

The perfect map for SF would normally be Bi Ming .. It's not, none is.. WHY?
Because it's loud, cheap, has weak explosives, doesn't spot more than any normal soldiers and is also disadvantaged against most everything, not adding that it has genneraly a loud, useless, unrangewise weapon.

To me, a good SF kit (limited to 2 or 3 per squads) has better SLAMS or C4, a Silenced Pistol, Maybe a silenced Rifle(Probably not), a RopeArbalest and/or a HookRope and, colorsmoke. A SF ambushes, destroys and reckon, it's the cutting knife of the commander and should not be just another spammable kit.
A good Special Operations squad would be made of 1 Riflemen, 1 Sniper/Marksmen, 1 Medic and 3 Special Operatives. A good commander would usually have only ONE Special Ops squad and use it to cut the ennemy fast and or destroy it's vital assets.

It's just a suggestion tough, but the fact they had no silenced weapons in Bi Ming frustrated me a lot : Even in a total night map they'de be static spamming infantry.

Posted: 2007-11-28 22:32
by Wasteland
[R-PUB]bosco wrote:^Spec Op should be used to destroy enemy assets, bunkers, bridges, whatever.
He's not a rifleman with another gun.
This is why I've always advocated limiting it, giving it a DMR with mad recoil, and some better explosives. Maybe a bandage and binoculars. Maybe a ghillie suit. That way they can sneak behind enemy lines, engage if forced to, and do what they're supposed to do (assassinate the CO or destroy assets).

Posted: 2007-11-28 22:34
by Eddiereyes909
Does anyone have any clue about what the Spec ops kit will have?