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Rifleman AP

Posted: 2010-06-21 21:26
by theiceman
I was just thinking and I realized how I have never seen anybody use the "rifleman AP" kit. I used it once on Operation Archer as Tali, but got bored after 30 mine of waiting...

so i was wondering does anybody use/has some good tactics when using the AP mine?

Re: Rifleman AP

Posted: 2010-06-21 21:52
by Myru
I belive the actual leak power of the claymores makes ppl rather take the standard rifleman, so they have an extra supply of ammo for their squads or the specialist to provide acces to rooftops with the grappling hook, while also carrying a shotgun for close quarters.

I actually never came into a situation where i needed a directional blast to defeat my enemies and if I want to remotely blow stuff up, theres the engineer's C4 charge, which is way more powerful.

Re: Rifleman AP

Posted: 2010-06-21 21:59
by Arnoldio
People dont defend a place long enought for it to be effective. If you take time and set up a perimeter and then actually kill some enemies with it, it works quite well.

Myru, note that the charge is directional so it can be used in tight CQB also, where c4 cannot be used.

Re: Rifleman AP

Posted: 2010-06-21 22:48
by Bellator
I think that the AP mine should be attached to some more commonly used kit, perhaps then it would see some use. I don't think that the AP mine alone justifies its own kit. No one takes it.

For example: right click Specialist and you get AP mines instead of shotgun. (edit: I realised now thats not possible: Specialist kit can't be retrieved from crates!)

Also, make the AP mine a little easier to use. It should activate immediately when selected.

Re: Rifleman AP

Posted: 2010-06-22 01:26
by ZephyrDark
It boasts its greatest use in Insurgency for the Taliban or Hamas. I've found that you can lock down corridors and entrance points quite well with it. Having Pipebomb IEDs and Claymores is very nice as you can turn a room into a death-trap and you can use the claymores to wreak havoc in hallways.

In conventional factions, it serves it use in only a few areas in my opinion due to only having the claymore. Of course it is useless to an offensive squad, but it can be useful in a building/tunnel/trench based CPs. As long as you have a bottleneck and are expecting company, the kit can prove more than useful.

Re: Rifleman AP

Posted: 2010-06-22 02:03
by badmojo420
I found one on the ground while defending the castle as Taliban on archer, so i decided to fortify the castle with the claymores and IED. Well despite our cache being HAT'ed in the tower, they tried to send in infantry and i single handedly held off and killed at least a full squad. I setup the claymores at the enterence and watched from the tower window, and set the IED right in the claymores killbox. Just as expected, a few people came in to clear the castle, BOOM! They're dead, and just as expected, the medic came in shortly after to revive. BOOM! Ied did its work. I even held them off inside the tower with the AK for another 5-10minutes. It's a great kit for defending locations, as long as you have enough time to setup and find a good safe position to watch from.

Basically, use the same tactics as IED kits, except your targeting infantry.

Re: Rifleman AP

Posted: 2010-06-22 02:28
by Zegel
I have absolutely no problem with people not liking/using the kit. It makes it that much easier for me to request it when I'm not leading a squad.

I do tend to defend flags with more patience than the average bear, and that's what it takes to really utilize the kit. It isn't an assault kit. It is there to help give the upper hand to the properly dug in defenders, as it should.

It's worth the wait when you wipe a six man squad for the first time with just the push of a red button.

Re: Rifleman AP

Posted: 2010-06-22 04:51
by Lange
Possibly it could be a little spiced up in the future, but I like the idea of it being available to use if you need it. At heart it really is a kit for defending enclosed positions and takes a lot of patience and time to use, but can be extremely useful in the right situations.

Why is it one of the least used kits? It just seems like people don't want to bother using a AP kit when they could be playing AR or HAT etc which are exciting kits to many. Even more so the applications are few for the AP kit for the conventional forces. As someone mentioned you never see it used offensively as a squad attacking a objective likely wont lure anyone into claymores or just die trying to take the time to deploy them offensively.

Also was a pretty good discussion about this in the feedback forums if you want to refer to there:

https://www.realitymod.com/forum/f255-v ... class.html

Re: Rifleman AP

Posted: 2010-06-22 04:59
by Dev1200
Claymore has huge range, and is great for directional defense.

Think COD4, where they set up AP mines (actual mines, not claymores, but it's very similar) along lines, taking out masses of attacking infantry. It's like an instant-explosion, but you don't have to worry about teamkills.

Re: Rifleman AP

Posted: 2010-06-22 05:14
by ReadMenace
There a few maps (Barricuda, Kozelsk, etc.) where-in there are a variety of subterranean structures located on flag capture points. Often a defender (or attacker) will hole-up in one of these areas in attempt to secure a flag. Most of the solutions to a dug in, underground defender can be summed up as "human wave." Throw smoke or throw frags, but eventually it involves you or your squad mates charging headlong down a ladder into the unknown.

Enter the tunnel rat!

I know this is an unorthodox use of the kit, but it is incredibly effective -- one can deploy, causing it to fall down to the base of the ladder. When detonated, the claymore is able to reach the furthest reaches of said underground fortification, often killing or mortally wounded the defenders. While C4 can be used in a similar manner, it requires the user to retreat after deploying to avoid damage, and I don't believe has the same effective range as a well placed claymore.

I love this kit.
;)

-REad

Re: Rifleman AP

Posted: 2010-06-22 05:45
by Dev1200
Barracuda, Yamalia, Kozelsk, and Fools Road are my favorite maps to use the AP kit. I'll let you find out where they're good. Don't want everyone knowing my tacticx

Re: Rifleman AP

Posted: 2010-06-22 05:53
by Conman51
I think it would be used a little more if it activated immediately.

I think its funny people did not want this in game because they said it would be OP and spammed, look at it not you haters!!! :p


I think it should be given to the rifleman iron sights as a spawn kit, and take away his grenades or smokes, but that might not be too good since the iron sight riflemen need grenades and smoke, i think rifleman AP should be made a spawnable kit, but limited, like the medic

Re: Rifleman AP

Posted: 2010-06-22 12:23
by Mongolian_dude
I do agree that some improvements could be made to the AP rifleman kit, but I also think people should revise how claymores are tactically deployed IRL.

FM 23-23 Chptr4 Tactical Employment

...mongol...

Re: Rifleman AP

Posted: 2010-06-22 12:37
by yakuz
I would say its currently the most situational kit in the game but when used correctly can easily take out whole 6man squads on your own, donb't forget to rightclick once re-armed to set up to 4!

Re: Rifleman AP

Posted: 2010-06-22 15:18
by mosinmatt
I used the rifleman AP on gaza the other day. It is a pretty good kit actually (although the gaza one comes with remote IEDs AND claymores)
They are used to in choke points. Put some in an area where the enemy will have to cluster together, and wait. If you are patient, and lucky, you will get some good kills.

Re: Rifleman AP

Posted: 2010-06-22 15:19
by Rudd
its an effective kit if your wiling to let the enemy come towards you, though frankly I prefer the flexibility of a rifleman who has ammo, grenades and smoke grenades.

Re: Rifleman AP

Posted: 2010-06-23 06:47
by BigNate
yakuz wrote:I would say its currently the most situational kit in the game
[R-CON]Rudd wrote:I prefer the flexibility of a rifleman who has ammo, grenades and smoke grenades.
My opinions in a nutshell.

Your average conventional army infantry squad tends towards:
  1. Squad Leader
  2. Medic
  3. Automatic Rifleman
  4. Spiderman
and then two of:
  • Rifleman + ammunition
  • Rifleman + AP mines
  • Light Anti-Tank
  • Designated Marksman
along with any of the team-limited kits like HAT/AA/CE/etc.

You're often deciding between reserve ammunition and AP mines if you've got all the necessities covered--depending on the map, either a marksman or LAT could be practically required for success. Since your entire squad carries equipment capable of defeating enemy infantry, specialized antipersonnel equipment is low priority. Maybe that SL should make himself useful and carry an ammo pouch, or perhaps the rifleman can steal a hook and eliminate the need for someone to carry around a shotgun just for squad mobility. Or you could try talking medics into sacrificing their rifle to carry ammo reserves.

Okay, okay, I'm being a bit silly. Regardless, specialized (and situationally limited) antipersonnel munitions are just not justified in a conventional squad when everyone has plenty of infantry-killing bullets and there are weaknesses inherent to your infantry squad that other kits can make up for.

Re: Rifleman AP

Posted: 2010-06-23 06:52
by Pronck
Sneak up on their LZ, place a IED or claymores, and blow them up when the chopper lands.

Re: Rifleman AP

Posted: 2010-06-23 06:57
by Winstonkalkaros
Sometimes i take AP kit just to provide more different firepower when others already have standards and specialists. Just in case. Sometimes i train blowing stuff up and detonating different traps in singleplayer but i've never used it in real battles.

AP kit should have 4 claymores.

Re: Rifleman AP

Posted: 2010-06-23 07:01
by 009783232
They work when defending tunnel networks and to a lesser extent, caves. The issue with them is that the detonator takes far too long to activate, so if you need to change to your gun for a second, you will be unable to detonate your claymores for the next 10 seconds. A part of what lowered their use was the damage that they'd cause to caches, and that they're highly visible.

Another issue with using them effectively is that you're limited to having 4 at a time, and unfortunately, due to the way bf2 works, you will always have to detonate all of them at once.

To make them effective, you could always decrease detonation time, but increase deployment time to compensate (so that they won't be deployed in the middle of combat).