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rifleman suggestion
Posted: 2008-11-08 23:34
by single.shot (nor)
i've seen through the *** thread, but i did not find anything about the following.
i often find myself playing unscoped rifleman, since the short sight in time is great, but when i get out of the CQB areas i am made unuseful on the battlefield(unless i know how to aim perfectly,which i dont).
i suggest that we give the UNSCOPED rifleman a slight edge.
from the list below i think they need one o' these things:
a signal nade
remove ammo from optics
an extra smoke/fragmentation grenade
slightly more sprint(gameplay thing, not a realism issue)
TINY movement speed increase
(said before)shotgun with slug/buckshot
an extra magazine
slightly faster shoveling
none of these suggestions are to "increase realism", but to improve gameplay.
Re: rifleman suggestion
Posted: 2008-11-08 23:37
by Spec
Hmm... some extra ammo wouldnt hurt I guess. But we'll see what the Dev's were planning for 0.85, maybe they already have an idea.
Re: rifleman suggestion
Posted: 2008-11-09 00:28
by gclark03
No, just give him a shotgun or even a remote-detonated claymore. Those claymores aren't quite as game-killing as we want to believe, but they could be very useful if deployed properly.
Noobs grabbing the kit just for the claymores will be justly rewarded with the lack of a scope.
Well, let's ask first: why do the two Rifleman kits exist? Why is there a choice at all? Do we really want one of them to be used more than the other, or are they just there to provide a situational choice?
Depending on the answer to the above question, the perk - shotgun or claymore - could be given to one kit, or both.
(Don't you even dare mention those laws that prohibit anti-personnel mines. Two reasons: First, the World War III this game takes place in would brush away any such law. Second, it's best to get all those laws and storylines out of the way of progress.)
Re: rifleman suggestion
Posted: 2008-11-09 01:55
by Caboosehatesbabies
Why is there a problem that the optics rifleman isn't as good at long range?
Optics Rifleman has the scope, therefore better at long range, ironsights rifleman is great are close range, with shorter sight in time and better sight picture.
Re: rifleman suggestion
Posted: 2008-11-09 01:57
by AnRK
Alot of that frankly is a bit silly, I think to be honest the whole point of the ironsights kit is a preference thing for close quarters. Also makes up for the lack of reflex sight (the ablity to use the iron sights/some sort of backup sights when a scope is attached.
Ammo used to be an ironsights only thing, but it got changed in .75>.8 and it didn't really work out and there ended up being no-one carrying ammo.
Re: rifleman suggestion
Posted: 2008-11-09 02:06
by gclark03
If you read my post, that's the very question: do we really want to give an incentive for using ironsights by giving the irons Rifleman an extra gadget or two, or do we want to give these gadgets to both Rifleman kits and leave it as a balanced choice?
Re: rifleman suggestion
Posted: 2008-11-09 02:23
by Waaah_Wah
They dont need more ammo, they need a claymore!
Re: rifleman suggestion
Posted: 2008-11-09 04:07
by charliegrs
do regular riflemen get claymores in real life? if i had to take a guess {and i could be wrong} id say they dont. like someone said previously, i also believe its a situational thing. you get the choice between having an advantage in longe range fighting or short range CQB type combat. with the addition of the m68 in .8 i find myself using the ironsight riflemen quite often, and i like having the choice.
Re: rifleman suggestion
Posted: 2008-11-09 06:12
by bigpimp83
if you're going to give a clamore to a kit give it to a specops or sniper.
Re: rifleman suggestion
Posted: 2008-11-09 13:34
by gclark03
Do you realize that we're talking about clacker-detonated claymores? Why would that be best for SpecOps/Sniper? They should die if infantry is able to sneak up on them.
Re: rifleman suggestion
Posted: 2008-11-09 13:49
by Duke
If anything, claymores should be given to the engineers. Iirc however, this was the original intention but something got buggered with the claymores themselves coding wise, i dunno.
Anywho, the option between ironsights and scope is just that, an option. Its a matter of personal preference and situation. No point giving an extra advantage to either kit, as they both posses their own advantages in different situations anyway.
Re: rifleman suggestion
Posted: 2008-11-09 14:20
by Eddie Baker
charliegrs wrote:do regular riflemen get claymores in real life? if i had to take a guess {and i could be wrong} id say they dont
Claymores are quite often issued to regular riflemen.
Re: rifleman suggestion
Posted: 2008-11-09 14:43
by AnRK
gclark03 wrote:If you read my post, that's the very question: do we really want to give an incentive for using ironsights by giving the irons Rifleman an extra gadget or two, or do we want to give these gadgets to both Rifleman kits and leave it as a balanced choice?
Eh? I did read your post, I was just replying to the OP...
Anyway, if there were to be any kit with claymores it would need to be limited.
Re: rifleman suggestion
Posted: 2008-11-09 18:06
by single.shot (nor)
claymores, claymores, claymores...
i think a claymore(a clacker one) would eventually change the role of a rifleman, from being a CQB "specialized" to being somewhat of a "CAMPER" class type of thing. i never "camp" in pr cus that kinda reminds me of ww1 style warfare and it just gets me killed.
if the enemy knows you are there, they just chunk a nade in there, wait for a bang, an youre gone. if they knew you had a clay, theyll prolly never enter there at all.
claymores are not overpowered in any way(clackers..), but i foresee that they might be abused..
lets say that u get 1 clay and its like vbf2 left click= fire, right click anothre clay, and u have ur ammo you could abuse the function in various ways.
i also see that ppl play rifleman unscope just for having "teh 133ts UBERclays".
i would not want a clay....
Re: rifleman suggestion
Posted: 2008-11-09 18:20
by gclark03
single.shot (nor) wrote:
i also see that ppl play rifleman unscope just for having "teh 133ts UBERclays".
i would not want a clay....
Invalid argument. The same thing happens with the sniper kit, and they - not the opposing team - suffer. Claymores are not imbalanced (with a clacker), and their addition could even keep the same fools from using the Sniper kit. It could also provide an incentive for newer, more curious/1337 players to stick with the iron sights kit, which could help balance the game - for a little while.
Once everything settles in, the claymores won't tip the balance of the game at all.
Also, the claymore can't be abused with ammo because the developers could easily modify the Python so that a player can only set one or two at a time.
Re: rifleman suggestion
Posted: 2008-11-09 18:31
by Rudd
single.shot (nor) wrote:
a signal nade - nah, use ur SL
remove ammo from optics - would mess up map dynamics
an extra smoke/fragmentation grenade - sure, why not
slightly more sprint(gameplay thing, not a realism issue) - nah, rather the squad moved reasonably the same, extra sprint wouldn't really give the desired effect imo
TINY movement speed increase - while using the ironsights? yesh
(said before)shotgun with slug/buckshot - yes, but same as engineer please. Visions of COD4.
an extra magazine - sure
slightly faster shoveling - nah
any change to the kit imo should be directed at the primary weapon with the intention of being superior in CQB/ranged
- i.e. giving irons a really significant advantage with both scoped in movement speed and accuracy.
Re: rifleman suggestion
Posted: 2008-11-09 18:45
by Jay
Clacker detonated claymores existed in 0.5, and I don't recall anyone ever using them.
Re: rifleman suggestion
Posted: 2008-11-09 19:57
by Waaah_Wah
Jay wrote:Clacker detonated claymores existed in 0.5, and I don't recall anyone ever using them.
I did and that was awesome.
Re: rifleman suggestion
Posted: 2008-11-09 20:44
by gclark03
The above disproves any argument that claymores are imbalanced, doesn't it?
I remember the 0.5 claymores, and they were perfect - very useful when they're meant to be used, suicidal when they're not.
I know that this isn't the claymore thread, but keep that in mind if you want to see a rifleman kit (or the engineer) with some extra equipment.
Re: rifleman suggestion
Posted: 2008-11-10 02:11
by Conman51
i think they just need 1 more nade...nades are for close range..so it compliments the iron sights