M82A1?

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Zack
Posts: 8
Joined: 2007-06-12 20:36

M82A1?

Post by Zack »

Just some quick feedback. I heard that the M82 is being removed from Kashan in 0.7, so I wanted to ask a few questions here to attempt to figure it out. This weapon is issued to the US Army for light anti-material roles, as well as destroying explosive ordinance. I also understand that it was used in v0.6 primarily as an anti-personell weapon with extreme accuracy and very little bullet drop, as it did so little damage to vehicles, that it had really no use in its true job(the only vehicle it is actually effective against is the light helicopters, such as the LB. I want to ask why it is being completely removed instead of just being reformatted for its realistic role(decrease accuracy so hitting vehicles is possible, but personell rare; increase bullet damage to be effective against light vehicles, etc)? I loved using this weapon in v0.6, even if it didn't suit its role well, as did many others.

You all have my extreme gratitude for all of your hard work, and I definitely appreciate it, don't get me wrong here. I don't take this mod for-granted at all, just wanting some insight here.

Thanks guys,
-Zack
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

I imagine because too many noobs go for it, and even in its intended role its relatively useless. It would only be effective against the MEC vodniks and the gazelle, because the most used vehicles are impervious to .50 cal fire.
[R-CON]creepin - "because on the internet 0=1"
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

Because it's exploited to the point where half a team might wanna search for it instead of capping some cp's because they all think they 1337 snipers.

Me i just loved getting it for the dual uzi's.
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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Post by agentscar »

It's not just getting removed from Kashan,it's getting removed from Project Reality as a whole!
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Eddiereyes909
Posts: 3961
Joined: 2007-06-18 07:17

Post by Eddiereyes909 »

agentscar wrote:It's not just getting removed from Kashan,it's getting removed from Project Reality as a whole!
thank god...
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
ratlover232
Posts: 269
Joined: 2007-01-18 00:40

Post by ratlover232 »

Indeed.
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LeggyStarlitz
Posts: 67
Joined: 2007-07-07 00:10

Post by LeggyStarlitz »

All you had to do was play one round on Al Bashrah to know why. Nothing like seeing 3 Landrovers abandoned in the same spot for a 1337 sniper rifle. :roll:
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Post by SGT.JOKER »

Im glad to see it go, Ive used it twice and I wasnt all that impressed by it as a sniper rifle, but the dual uzis did make it a little bit desireable :wink:
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
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Zack
Posts: 8
Joined: 2007-06-12 20:36

Post by Zack »

I really enjoyed using it as an extremely long range anti-personell weapon, but I would like to see it used for its intended purpose. Having the ability to disable vodnics/hummers with a few shots from an infantry weapon could add a very interesting aspect to the gameplay, and could be a very useful role. Though I do see where you guys are coming from with the exploiters. It didn't seem like too bad of a problem at all on Kashan though, as it is now. Wouldn't changing the weapon to be an anti-(light)armor rifle with much decreased accuracy(20ft groups at 1k meters?) decrease this even further?

Just my thoughts,
-Zack
agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Post by agentscar »

It should've been added in as a Spec Ops. Sniper Limited kit/requestable kit.That would've been nice.For USMC/UK of course though.I loved the rifle,and PWNED with it,but it was mis-used,so farewell.
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Soulja
Posts: 611
Joined: 2006-10-09 20:50

Post by Soulja »

I'm glad it's gona and don't want it to come back. It's the smacktard weapon and it gives me apparent people to add to my list of people not to let in my squad when they waste land rovers going for it on basrah. It's unrealistic and stupid as a whole, it has no place in PR. End of story.
In Game Name: Linelor
X-Fire User: ogikarma
Zack
Posts: 8
Joined: 2007-06-12 20:36

Post by Zack »

Soulja, I just explained all of the reasons that I beleive it is realistic, just not in its current state(see above). That post really didn't help me understand things anything at all. Let's try to narrow it down to intelligent responses please. I just want to know what people thought about the removal of the M82A1 from PR, and why they thought so.
BobAndy
Posts: 36
Joined: 2007-08-19 17:30

Post by BobAndy »

Zack wrote:Soulja, I just explained all of the reasons that I beleive it is realistic, just not in its current state(see above). That post really didn't help me understand things anything at all. Let's try to narrow it down to intelligent responses please. I just want to know what people thought about the removal of the M82A1 from PR, and why they thought so.

Your previous posts are correct, the usefulness of this weapon cannot be ignored. What WOULD make it specifically useful is if it was a commander-given asset. I'm not sure if that would work great (or if it could), but that would satisfy the cynics regarding blind driving to the gun, as only the commander could give it out, and it would probably lead to much more appropriate use of the weapon.

I myself use it to take drivers out of spawn cars as they come up to the VCP in basra. It gives the other guards a chance to blow them up while the insurgents recover from the shock. In reverse, I pop drivers of land rovers while crossing that bridge, to create a free roadblock; at which point I train the sight on the driver seat to see if anyone wants to move it ;p

That, as well as taking pot shots at merlin pilots who decide they want to hover for their HAT shooters is what I think it's good for. For other AP sniping I'd rather have the actual sniper 'kit'... It's more suited to popping people (more ammo!)
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Post by markonymous »

they should have made it a requestable kit. 5 squad members 32 players on each side.
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Zack
Posts: 8
Joined: 2007-06-12 20:36

Post by Zack »

Good idea. I like the idea of the commander given assets, or make it, as Agentscar said earlier, a requestable limited kit, so that they wouldn't waste team vehicles in an attempt to get it. I would fear, though, that if the commander was given the ability to assign kits to people, that he would eventually get too much power, and some idiot would become him and ruin the game for everyone else. The kit would have much the same purpose as the rarely used Light-AT class. I think it would actually add more desire to the ability to stop light vehicles. Instead of a single light rocket with an M16, have the M82A(I, II, or III) with a Sidearm(not dual uzis; though, they were fun for a while, but they were unrealistic, and I didn't like to use them, as it made the kit seem very arcadey). Sounds like a good way to make the Light AT kit more popular to me. What is yall's opinion on this idea? Replacing the light AT kit of the US side with a M82A(I, II, or III) that had much less accuracy than the 0.6 model, but enough power to disable a Vodnic/Humvee after about 3-5 shots?

Just my ideas,
-Zack
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Post by Dunehunter »

LeggyStarlitz wrote:All you had to do was play one round on Al Bashrah to know why. Nothing like seeing 3 Landrovers abandoned in the same spot for a 1337 sniper rifle. :roll:

No no, nothing like driving there in a suicide vehicle, taking out 4 landrovers and 2 guys, then noticing that there is one landie left, and one guy runs away with the rifle. The numbers don't really add up do they?

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
Soulja
Posts: 611
Joined: 2006-10-09 20:50

Post by Soulja »

I just don't think it's realistic for PR's setting. Why have anti-material snipers when you have tanks and aircraft?
In Game Name: Linelor
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Zack
Posts: 8
Joined: 2007-06-12 20:36

Post by Zack »

Soulja wrote:I just don't think it's realistic for PR's setting. Why have anti-material snipers when you have tanks and aircraft?
The way I see that is this: That's the equivalent of asking why we even have light AT at all. Why would we have a kit whose sole purpose is taking down light vehicles when we have tanks and aircraft? You would have to ask the US Army that question.

-Zack
Wheeter
Posts: 152
Joined: 2007-12-25 08:24

Post by Wheeter »

It would be more useful if it was less accurate, the 0.6 Barrett zoom would
have more of a point if we had increased view distance in the future , but it's not like anyone might have been using it with a no-fog tweak LOL :roll: :roll:
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

LeggyStarlitz wrote:All you had to do was play one round on Al Bashrah to know why. Nothing like seeing 3 Landrovers abandoned in the same spot for a 1337 sniper rifle. :roll:
At least 3 Land Rovers...
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