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Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 20:40
by Jafar Ironclad
Here's my suggestion for a new conventional faction kit which addresses an issue I've seen, especially in insurgency maps:
Rifleman EOD (Request-able Infantry):
1- Melee weapon (knife, bayonet, etc.)
2- Entrenching tool
3- Service Rifle (Optics and CQ variants)
4- Frag Grenades
5- Smoke Grenades
6- Wrench (or defusing equipment)
7- Binoculars
8- Incendiary Grenades (same number as specialist)
9- Field Dressing
I've noticed that on insurgency maps, smart blufor infantry squads will avoid taking Combat Engineer kits into the field so as to avoid giving C4 to the enemy should they be killed. This makes the squad unable to defeat mines and IED's, which would be a team service to defuse.
During a recent round on Karbala where I had the U.S. as a massive blob formation, two players decided to make a EOD squad; they had only an officer and combat engineer kit, and went around in a humvee finding and disarming mines and explosives. As commander, I sent them ahead of the main force and enjoyed far greater protection from mines as a result. The thought thus occurred to me that a kit designed to move as an infantryman and deal with enemy explosive threats would be both practical in-game and realistic.
The Rifleman EOD offers the ability to counter enemy explosives without offering the enemy far more advanced explosives in worst-case scenario; thus permitting the soldier to travel with an infantry squad and get in fights without significant strategic consequences for losing the kit.
Thoughts?
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 20:48
by Gooze
Not a bad idea I guess, would come in handy especially with Mechanized infantry.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 21:11
by ankyle62
same thing as an engineer basically.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 21:14
by Jafar Ironclad
Except that it doesn't have any mines or C4.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 21:29
by snooggums
I think your approach to provide cover for them to remove the mines was the appropriate way to address the issue in game, instead of adding an additional kit just to not lose a couple of weapons.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 22:06
by Rissien
The perks of being able to disarm mines without the drawbacks of every insurgent vehicle becoming a suicide car if kit is captured
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 22:55
by Spartan0189
I wouldn't mind this, Why not just change the C4 in the existing Engineer kit to a Smoke grenade, and make it selectable w/ Right/Left click, Just like if you want optics or irons on your LMG.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 22:58
by Rudd
I support this, everything ingame has a counter apart from explosive ordinance atm.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 23:03
by mangeface
At first I thought this was a pointless suggestion b/c of the engineer, but as I read on...."Oh, right. Prevent the insurgents from getting more mines. Smart."
I support, but what could this replace?......*cough*Rifleman AP*cough*
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 23:17
by rushn
maybe have a bombsuit?
I feel like this is a resuggestion though
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-20 23:40
by mangeface
rushn wrote:maybe have a bombsuit?
Now we're talking.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-21 00:33
by goguapsy
darkside12 wrote:Now we're talking.
We could also add some cars to drive?
And a hability to remove the bombsuit so as to have a "more comfortable" death?
Anyways the bombsuit, apart from the texture, shouldn't be tough to code - just an upgraded armor

Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-21 01:27
by Qaiex
I like it, remove the rifleman AP on insurgency maps and have this instead.
I'm not sure what can and what can't be wrenched, but I'm going to assume for a moment that you can only wrench the mines.
If this is the case, I would like something more. Something that could detonate ordinance that can't be taken care of with a wrench.
Such as IED's, grenade traps, bomb cars, big red and gary trucks, from a safe distance.
Sort of like a type of explosive, but one that couldn't be used against infantry. Small amounts of timed C4 or something could work?
Or detonated C4, that disappears after 1 minute, so you can't put it down and camp it waiting for enemies.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-21 01:30
by ankyle62
'= wrote:H[=ElvishKnight;1327236']The perks of being able to disarm mines without the drawbacks of every insurgent vehicle becoming a suicide car if kit is captured
except that most EOD destroy stuff with C4 rather than disarming them. for an EOD tech to be out there doing his thing he would have support and would be hanging out in the rear until called. he wouldnt be out there playing super hero infantry guy.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-21 04:51
by Jafar Ironclad
qaiex wrote:
Sort of like a type of explosive, but one that couldn't be used against infantry. Small amounts of timed C4 or something could work?
Or detonated C4, that disappears after 1 minute, so you can't put it down and camp it waiting for enemies.
I thought about replacing the frags with a pair of smaller C4 charges that have a fixed 60 second fuse, but that would be too similar to the existing combat engineer class.
Thoughts?
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-21 04:57
by Hunt3r
I'm not sure many people would want to do this, unless the medic wants to search for where the guy's ragdoll was thrown by the massive explosion.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-21 05:13
by HangMan_
I have always supported the idea of more EOD ingame. I think this could be a good idea, aswell as adding Electronic disruptors to some vehicles.
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-21 08:03
by Potilas
Add wrench for the rifleman AP kit and thats it. You cant pick up ur claymores what is annoying. Wrench would fix that. Also I like to have one more class cabable to defuse at-mines, grenade traps and clays. I dont see why we need a whole new kit?!
Re: Kit Suggestion: Rifleman EOD
Posted: 2010-04-21 09:08
by Eddie Baker
Sorry, but this is a resuggestion. One that was also recently resuggested.
https://www.realitymod.com/forum/f18-pr ... d-kit.html
EOD might not turn up in searches because of the length, but make sure to try different variations.
Locked for resuggestion.