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2nd Incendiary for specialists

Posted: 2009-10-26 23:42
by terenz
Im suggesting a second incendiary grenade for specialists, reasons:
1: I often find myself in a fustrating situation, when Im trying to sneak behind enemy lines and take out assets with few men. The fewer soldiers, the better success of sneaking in there, but less incendiaries.
2: The specialist kit is essentially there, to overcome obstacles. Breaching, grappling and the lot. In PR, incendiaries also act for taking out barbwire. So giving the specialist a second incendiary would make the kit more useful for getting through to enemy assets and taking out the assets. AFAIK, in todays warfare, coalition soldiers have a cylinder bomb for the new NATO razorwire, the Bangalore Blade. But as razorwire dont exactly play a big role in PR and the specialist have limited kit slots, it would be foolish to implement. But a second incendiary would be very useful and could act as whatever asset we would have in real situations.

I googled the bangalore blade and found a Future Weapons video, not for reference(cus its fairly useless) but for people to get the idea. YouTube - future weapons-bangalore blade .

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 01:31
by abbadon101
Like it!

But in my perfect world I would remove incendiary from EVERYONE except the Specialist and Engineer who would have 2 and 3 respectively.

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 01:37
by Gore
And remove his tripflares, they're useless.

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 02:15
by Hoboknighter
Beyond useless, they're what people use in main just to annoy others.

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 02:46
by ankyle62
Hoboknighter wrote:Beyond useless, they're what people use in main just to annoy others.
you can use them sometimes, but yeah mostly used as time killers at main

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 09:35
by Nick_Gunar
ankyle62 wrote:you can use them sometimes, but yeah mostly used as time killers at main
I think it is very stupid to do that because I find flares very useful when you can actually know how tu use them.

Let's say a squad has to defend a flag or a specific position, pretty all members watch all the directions, however there are still dead spots (when you have no visual of the incoming enemies). Putting a flare or two in these dead spots is a very good way to defend or simply putting in our rear in case the enemy is flanking us.

Example = in a lot of T-shape building in muttrah city, a flare in the stairs is a good way to warn that a enemy squad is entering therefore allowing us to cover the stairs and to wipe them all. :grin:

All is useful in PR (the most useful stuff are not used most of the times lol)

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 09:40
by Gore
Nick_Gunar wrote:I think it is very stupid to do that because I find flares very useful when you can actually know how tu use them.

Let's say a squad has to defend a flag or a specific position, pretty all members watch all the directions, however there are still dead spots (when you have no visual of the incoming enemies). Putting a flare or two in these dead spots is a very good way to defend or simply putting in our rear in case the enemy is flanking us.

Example = in a lot of T-shape building in muttrah city, a flare in the stairs is a good way to warn that a enemy squad is entering therefore allowing us to cover the stairs and to wipe them all. :grin:

All is useful in PR (the most useful stuff are not used most of the times lol)
Yeah well it alerts everybody including enemy and 90% of times it's friendlies that walk over them. A place it could be useful is the bathroom in the bunkers at Kashan, but listening to footsteps is just as effective, even more effective.

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 14:25
by hx.bjoffe
Rifleman specialist is not a spec op kit. Engineer got 2 incendiaries.

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 17:09
by Rissien
Even when used properly I tend to see trip flares set off by friendlies whether accidental or otherwise anyways.

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 18:33
by killonsight95
i like the OP idea as for tripflares wells you'll have to give spec riflemen the mine on map thing or something luike that

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 20:01
by mat552
More incendiary good, tripflares good too. For every 2 flares put down to kill time, there's at least one time they are used to actually warn people.

But this thread is about extra hissy-firey grenades, and those are good.

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 20:13
by Redamare
yea i agreee remove trip flares and give him something else susful.. make specialist kit limited 1 per squad. and DEFINATLY give him a second Incendary. that would be very usefull

Re: 2nd Incendiary for specialists

Posted: 2009-10-27 21:31
by 0blivi0us
Agreeed.

Re: 2nd Incendiary for specialists

Posted: 2009-10-28 09:20
by Nick_Gunar
GoreZiad wrote:Yeah well it alerts everybody including enemy and 90% of times it's friendlies that walk over them. A place it could be useful is the bathroom in the bunkers at Kashan, but listening to footsteps is just as effective, even more effective.
Duh? Excuse me but I think I make myself clear when I said "how to know how to use them".
Do you think it is useful to set a flare in the middle of 10 blue guys? And even if it alerts enemy it doesn't reveal the exact position of your squad anyway (setting a flare and standing 5 feet from it is very suicidal). Also, listenning to footsteps is quite hard when you have the lousy sound of a saw or apc or whatever covering the tiny sound of foosteps.

Let's take the example of muttrah city again. In enemy territory, you hide in a building to cap a flag (assuming your squad is the only one). Do you think the enemy will nade EVERY floors and EVERY rooms to take you down? They are aware there are enemies in the building but they still have to take the stairs or climb with grappling hook. If you defend your position, trust me they won't make it. Even if they nade you (and assuming you have a good medic staying away from nades lol) you can manage to hold them until reinforcement comes.

I'll go further. Enemy sets a flare (they know they have been spotted) and if they are clever, they'll change their position because they know someone is waiting for them. If they aren't, carefully they advance but who knows where the danger comes from?

I know they are a lot of "if" but in certain situations, it can save your life (muttrah city for me).

Re: 2nd Incendiary for specialists

Posted: 2009-10-28 18:49
by terenz
Ive used tripflares in the form of the example in muttrah city. My theory about them in that situation, is to set the flares where its too late for them to turn back, they are close enough so that it wont matter that they also know, that weve been alerted.

Also, id like to make clear, that my intentions of a second incendiary isnt just to get more tools, more nades to throw and so on. I really believe that it would suit the kit, and add to realism.

Re: 2nd Incendiary for specialists

Posted: 2009-10-31 19:02
by sfscriv
I think extra incendiary grenades is a good idea. There have been many times when our squad could have used extra grenades. I also think putting a kit with extra would be good on reinforcing the importance of specialization. Bring up the Engineer!!!

Re: 2nd Incendiary for specialists

Posted: 2009-10-31 19:19
by Teuvo
There isn't even possibility to mark tripflares at this moment which makes them 100% useless in most of the situations. Actually many times they just spoil your location to enemy when friendly soldiers run on them...

So replace tripflares with a stun grenade(city maps) or a tear gas grenade(other maps) and +1 incendiary grenade for specialist.

Re: 2nd Incendiary for specialists

Posted: 2009-11-01 14:50
by Potilas
Teuvo wrote:There isn't even possibility to mark tripflares at this moment which makes them 100% useless in most of the situations. Actually many times they just spoil your location to enemy when friendly soldiers run on them...

So replace tripflares with a stun grenade(city maps) or a tear gas grenade(other maps) and +1 incendiary grenade for specialist.
I like your idea. For example 2-3 flahbangs (stun grenade=flashbang) would be so much more useful than nearly useless tripflares. Arresting insurgents is so hard task to do that I have completely gaved up for doing that (collaborators included). Ability to blind and "shock" arrogant civilians will make them arrested "million" times easier. How you can escape when cannot see or hear a thing.

I support suggestion for adding one extra incendiary grenade.

Why specialist cannot have also buckshots? How about replace binoculars with buckshots? Shotgun is very good weapon for room cleaning and it is widely used for this task so dropping off buckshots from it does not make no sence at all.

Re: 2nd Incendiary for specialists

Posted: 2009-11-01 16:17
by Gore
Nick_Gunar wrote:Duh? Excuse me but I think I make myself clear when I said "how to know how to use them".
Do you think it is useful to set a flare in the middle of 10 blue guys? And even if it alerts enemy it doesn't reveal the exact position of your squad anyway (setting a flare and standing 5 feet from it is very suicidal). Also, listenning to footsteps is quite hard when you have the lousy sound of a saw or apc or whatever covering the tiny sound of foosteps.

Let's take the example of muttrah city again. In enemy territory, you hide in a building to cap a flag (assuming your squad is the only one). Do you think the enemy will nade EVERY floors and EVERY rooms to take you down? They are aware there are enemies in the building but they still have to take the stairs or climb with grappling hook. If you defend your position, trust me they won't make it. Even if they nade you (and assuming you have a good medic staying away from nades lol) you can manage to hold them until reinforcement comes.

I'll go further. Enemy sets a flare (they know they have been spotted) and if they are clever, they'll change their position because they know someone is waiting for them. If they aren't, carefully they advance but who knows where the danger comes from?

I know they are a lot of "if" but in certain situations, it can save your life (muttrah city for me).
Yeah I can see what you mean. But you are more likely in the need of smoke than a trip flare.

Re: 2nd Incendiary for specialists

Posted: 2009-11-01 16:23
by driver-ch-driver
second incendiary would be good imo....