To the SAW-Haters
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EON_MagicMan
- Posts: 224
- Joined: 2006-02-05 18:43
To the SAW-Haters
I rarely use the SAW, as I most often play medic-- but my only regret with the SAW, is that the RPK isn't as good as it. If it's overpowered, it's only by a little (perhaps somewhere in between the RPK and the current SAW would work).
The perfect leader is an Assault guy, because of those smoke grenades (they work WELL in PRMM) and the grenade launcher for preperation behind an assault.
Along with the leader, the squad NEEDs medics, because they are more than capable of defending themselves/attacking (they have the essentials, an assault rifle and grenades), but more importantly, revival/healing is so important in this mod. A 6-person squad should have at least two.
As a squad of rifleman can so easily be wiped out, Support is nessecary for firepower. They can cover a position making it good for the squad assault (cover fire actually works in PRMM because anyone who exposes themselves is as good as dead, so most people don't), and of course, if they're lucky enough to catch a bunch in the open, they can wreak havoc. I would NOT call Support overpowered, but rather a needed part in a squad.
Engineers/Anti tanks should really be reserved for vehicle maps or just maps with plenty of vehicles.
With snipers as they are now, I still don't understand why so many people play them, but when they get good again, I should hope they will be used to pick off enemy Supports and to counter-snipe enemy Snipers.
Anyone agree?
The perfect leader is an Assault guy, because of those smoke grenades (they work WELL in PRMM) and the grenade launcher for preperation behind an assault.
Along with the leader, the squad NEEDs medics, because they are more than capable of defending themselves/attacking (they have the essentials, an assault rifle and grenades), but more importantly, revival/healing is so important in this mod. A 6-person squad should have at least two.
As a squad of rifleman can so easily be wiped out, Support is nessecary for firepower. They can cover a position making it good for the squad assault (cover fire actually works in PRMM because anyone who exposes themselves is as good as dead, so most people don't), and of course, if they're lucky enough to catch a bunch in the open, they can wreak havoc. I would NOT call Support overpowered, but rather a needed part in a squad.
Engineers/Anti tanks should really be reserved for vehicle maps or just maps with plenty of vehicles.
With snipers as they are now, I still don't understand why so many people play them, but when they get good again, I should hope they will be used to pick off enemy Supports and to counter-snipe enemy Snipers.
Anyone agree?
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Cerberus
- Posts: 2727
- Joined: 2005-11-15 22:24
I agree!
The assault makes for an excellent leader because he can put the smoke grenades whereever he wants to (instead of having to tell his troops where to put them).
Snipers are a terrible class now ^_^
The assault makes for an excellent leader because he can put the smoke grenades whereever he wants to (instead of having to tell his troops where to put them).
Snipers are a terrible class now ^_^
"Practice proves more than theory, in any case."
- Abraham Lincoln
"i so regret searching "giant hentai penis" on google images though ;_;"
- Garabaldi
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Rifleman
- Posts: 290
- Joined: 2006-02-02 10:22
Take SVD and kill enemy medic when revivng their friends....Snipers are a terrible class now ^_^
With proper using/luck/skill/good weather and so on.. it can be deadly...
U have m24? Drop it ;] Pick Specops and then snipe ;]
But about team composition - i agree^^
U forgot about 1 thing -> voice communication :>
Chuck Norris has counted to infinity. Twice.
InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
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BrokenArrow
- Retired PR Developer
- Posts: 3071
- Joined: 2005-06-07 18:54
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Cerberus
- Posts: 2727
- Joined: 2005-11-15 22:24
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Resjah
- Posts: 812
- Joined: 2005-08-24 02:33
they carry two, and i think that is enough in my opinion, i would like it better if the smoke plumed out slower and bigger, like in CoD2, not just this "insta-smoke" stuff.Xeno426 wrote:Are there plans to increase the number of smoke grenades the Assault guy carries? Frankly, I find it stupid that they only carry one.
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DEDMON5811
- Posts: 867
- Joined: 2005-11-20 06:45
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Raptor
- Posts: 99
- Joined: 2006-02-02 14:15
/AgreedFlyBoy wrote:they carry two, and i think that is enough in my opinion, i would like it better if the smoke plumed out slower and bigger, like in CoD2, not just this "insta-smoke" stuff.
Longer lasting, bigger smoke that deploys slower would be nice, most defiantly. That way the squad has to wait a little while after chucking their smokes, but is provided with more cover.
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Tzefanya
- Posts: 66
- Joined: 2006-01-17 16:41
In vanilla BF2 with commanders it was best for the SL to be SpecOps. However, on Gloryhounds (or maybe PRMM in general), it's best for them to be Assault. I personally think the squad should consider of the SL (Assault), 1 Support, 2 Medics, 1 Spec/AT, and 2 Assault.
The assault class is far superior for taking out enemies from even long range if you use single shot and can aim well. I've used my assault rifle as a sniper rifle many a time. I'd personally love to have the SpecOps unlock in the mod as it's my favorite gun, good damage and great accuracy.
The assault class is far superior for taking out enemies from even long range if you use single shot and can aim well. I've used my assault rifle as a sniper rifle many a time. I'd personally love to have the SpecOps unlock in the mod as it's my favorite gun, good damage and great accuracy.
Tzefanya: Protected by God
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R.Johnson_USMC
- Posts: 221
- Joined: 2005-09-15 02:22



