Devs: Militia Doctrine, and some suggestions as I am a pedantic *******.
Posted: 2008-01-15 04:21
What ever happened to the "Very long and very short" doctrine of the Militia? In .6, they had the AK47, the PPSh, the Bizon, and the SKS for basic weapons, all of which where short range due to their lack of scope / inherent inaccuracy.
Their officer got the SVD, so you would, theoretically, always have at least one long range weapon in the unit. There where also numerous SVD's and Moison's hanging around the map (Mestia).
In this edition, they got rid of militia pickup kits, which is fine enough I guess. The Bizon is no long a basic weapon, instead going to the Special Operations kit (I am unsure why they have this kit at all), and the sapper getting the AK instead (good). They've kept the PPSh and the SKS, and now request kits, though they do not seem to have any more marksmen or sniper kits than any other faction.
Is this meaning that the old "Very Long, Very Short" idea of the militia is gone?
Now, the officer kit, which formerly had the SVD as a long arm and the scorpion as a backup, has had its grappling hook taken away, and its SVD replaced with an AK-101, as opposed to the AK-47. This gives a militia squad a fairly more accurate / controllable weapon in CQB. It does, however, take away one accurate marksman weapon from a squad, a tool they needed now more than ever on Fools Road. As Militia is one of my favorite factions (in that it has the most potential difference map to map of any other faction), I propose a few things. They are separate suggestions, and are not to be taken as a whole, conglomerate list.
A) Give the officer an optic for his 47/74. Now, before Bob tells me that there is no military mount for the 47/74, I'd like to bring up that there are, in fact, mounts for them, and a weapons dealer doesn't always have to ship / come across military issued things.
B) Augment the scout to have the following:
Knife
Shovel
SKS with 4x Civilian-type scope, 1+4 mags
Smoke
Bandage
No armour / light armour
**The scope is a really, really common SKS accessory. Without frags, a high ROF, high ammo capacity, and armour, this isn't going to be a "end all" kit. It can be used in the scout role, and still be useful in a unit, as an ad-hoc Designated Marksman.
C) Limited Kit -- Rifleman with Optic:
Knife
Shovel
AK47 with after-market type optic
Smoke
Frags
Bandage
Armour
**My weakest suggestion, but still one I felt could be brought up. This kit is limited, as it would be a bit tough to get a hold of some scopes, even in the black market. Due to the heavier round / inaccuracy inherent in the AK47, it would be at a overall disadvantage, but it would still be a handy asset. It carries no ammo, and serves like all the other factions optic rifleman, but limited.
I get a good amount of community feed back from my threads, but I was hoping this time a dev would make a comment. Who knows, if smiled upon maybe I'll include one of these into my urban militia map I've been wanting to make.
Their officer got the SVD, so you would, theoretically, always have at least one long range weapon in the unit. There where also numerous SVD's and Moison's hanging around the map (Mestia).
In this edition, they got rid of militia pickup kits, which is fine enough I guess. The Bizon is no long a basic weapon, instead going to the Special Operations kit (I am unsure why they have this kit at all), and the sapper getting the AK instead (good). They've kept the PPSh and the SKS, and now request kits, though they do not seem to have any more marksmen or sniper kits than any other faction.
Is this meaning that the old "Very Long, Very Short" idea of the militia is gone?
Now, the officer kit, which formerly had the SVD as a long arm and the scorpion as a backup, has had its grappling hook taken away, and its SVD replaced with an AK-101, as opposed to the AK-47. This gives a militia squad a fairly more accurate / controllable weapon in CQB. It does, however, take away one accurate marksman weapon from a squad, a tool they needed now more than ever on Fools Road. As Militia is one of my favorite factions (in that it has the most potential difference map to map of any other faction), I propose a few things. They are separate suggestions, and are not to be taken as a whole, conglomerate list.
A) Give the officer an optic for his 47/74. Now, before Bob tells me that there is no military mount for the 47/74, I'd like to bring up that there are, in fact, mounts for them, and a weapons dealer doesn't always have to ship / come across military issued things.
B) Augment the scout to have the following:
Knife
Shovel
SKS with 4x Civilian-type scope, 1+4 mags
Smoke
Bandage
No armour / light armour
**The scope is a really, really common SKS accessory. Without frags, a high ROF, high ammo capacity, and armour, this isn't going to be a "end all" kit. It can be used in the scout role, and still be useful in a unit, as an ad-hoc Designated Marksman.
C) Limited Kit -- Rifleman with Optic:
Knife
Shovel
AK47 with after-market type optic
Smoke
Frags
Bandage
Armour
**My weakest suggestion, but still one I felt could be brought up. This kit is limited, as it would be a bit tough to get a hold of some scopes, even in the black market. Due to the heavier round / inaccuracy inherent in the AK47, it would be at a overall disadvantage, but it would still be a handy asset. It carries no ammo, and serves like all the other factions optic rifleman, but limited.
I get a good amount of community feed back from my threads, but I was hoping this time a dev would make a comment. Who knows, if smiled upon maybe I'll include one of these into my urban militia map I've been wanting to make.
