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Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 06:06
by ShockUnitBlack
Title more-or-less explains the whole story here - the unfortunate truth is this kit has one use and one use only, defending tunnel complexes, and with all honesty I don't think that's a big enough reason to justify its being in the game.
For starters, if I'm going into battle (with the exception of the above scenario), I'm going to have my squad outfitted like this -
- Officer
- Medic
- Automatic Rifleman
- Grenadier
- Rifleman or Marksman
- Rifleman Specialist or LAT/HAT
That's 90% of infantry squad kit layouts right there, with no RAP kit in sight. The other 10% of infantry squads either have Combat Engineer kits, Sniper kits, or AA kits, all of which are going to be more useful overall than the RAP kit. In other words, the Rifleman Anti-Personnel kit serves only to give tunnel-defenders a way to annoy attacking squads' medics and have them use up their epipens reviving short-sighted comrades.
Note - this also happens to be one of only two kits in the game that is can't really be used offensively (the other being the Combat Engineer kit, which instead of two claymores and a tripflare - none of which can be moved once deployed - boasts C4, an AT mine, a wrench, and extra incendiary 'nades - in other words, a lot of useful stuff).
The options are, I think, as follows.
- Remove the RAP kit.
- Give the RAP's claymores to another kit.
- Give the RAP kit something fitting, such as an M32 'nade launcher or an RPG-7 tube with OG-7V anti-personnel rockets.
Debate away!
PS - I do realize there was a thread about this kit, except it was about making the claymores proximity-detonated.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 06:28
by TheComedian
I never see the RAP used properly. I have some success in skirmish and insurgency but most of the time its useless.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 06:43
by Redamare
See the thing is we need some sort of BASE kit . . . Basic kit / weapon load out that can be upgrade from. if you take away the rifleman kit then there will be no point in specialist and requestable kits . . . it will revert back to VBF2 Standards and Co op standards . . . where you pick oh i want to be a Marksman / granadeer/assault Medic etc you get it? Update YES remove Hell no . . . updating iam not sure what could be changed except for amount of ammo but for now i think its good
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 06:46
by Dev1200
It's also used for destroying caches from 20m away, regardless of obstructions between it v_v
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 07:04
by dtacs
Make it a kit on the spawn screen. From what I know, Claymores are actually quite plentiful in infantry units, at least in Australian units. If players can see it right there and its not taken, they will take it leading to more people being experienced with the kit overall.
I find that the kit is very very useful, unfortunately I keep forgetting to give it to my squads as;
Officer
Medic
AR
Rifleman
Specialist
Marksman/Grenadier/LAT
Is a standard and effective loadout. Should we see 128 perfected, AP should become a standard kit for every infantry squad.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 07:18
by samogon100500
AP kit pretty useless.Would be nice to remove claymores and put anti-infantry grenade launcher like RShG-2(RPG-26 with Fuel-Air Explosive(thermobaric) warhead) or RPG-7 with Frag or Fuel-Air explosive(thermobaric),for NATO forces - AT4 with HEDP round.Germany Pzf-3 with needed warhead.
RShG-2

TBG-7V - FAE round for RPG-7

OG-7V - FRAG round for RPG-7

AT4 LMAW - HEDP warhead.

Bunkerfaust 3(17mm RHA or 360mm brick wall + follow-through FRAG charge(c))

For china - PF98 with multi-purpose round,and removed no optics on their gun(It's same tube with HAT,left - MPR,Right - HEAT round.)

Agree with 3th choose.
And little video demonstration,how thats rounds work

Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 11:42
by Kain888
I like it, but I agree it needs some tweaking. I disagree with removal tho, I use it in team far more often than Combat Engineer.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 11:58
by Zrix
I think the AP kit would be more useful if you could actually pick up your claymores. That way you can quickly throw them down when your squad takes up position in a building, making an improvised ambush or something else, then bring them with you to the next objective.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 13:30
by dtacs
Is it possible to safely remove the wire, or 'defuse' it for future use?
There would need to be a separate slot for this 'pick up' tool in the kit unless it can be coded similar to the grapple hook.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 13:39
by CallousDisregard
Zrix wrote:I think the AP kit would be more useful if you could actually pick up your claymores. That way you can quickly throw them down when your squad takes up position in a building, making an improvised ambush or something else, then bring them with you to the next objective.
I agree totally.
When they first took this kit away, I thought of plenty of times I could use it but since it has been put back, I rarely use it although it can be useful on defense even w/o the option of picking them up and moving them.
Since the Engineer can remove AT mines it seem like it would be an easy change to allow the AP kit to do the same.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 16:03
by Stealthgato
ShockUnitBlack wrote:- Give the RAP kit something fitting, such as an M32 'nade launcher or an RPG-7 tube with OG-7V anti-personnel rockets.
Hmm, I like this. However the M32 would make it one of the most requested kits in the game and the grenade spam would be out of this world... Not that I wouldn't enjoy using it
Redamare wrote: See the thing is we need some sort of BASE kit . . . Basic kit / weapon load out that can be upgrade from. if you take away the rifleman kit then there will be no point in specialist and requestable kits . . . it will revert back to VBF2 Standards and Co op standards . . . where you pick oh i want to be a Marksman / granadeer/assault Medic etc you get it? Update YES remove Hell no . . . updating iam not sure what could be changed except for amount of ammo but for now i think its good
/facepalm
This is about ANTI-PERSONNEL rifleman kit, not basic rifleman. Pay attention to what you read next time.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 16:30
by Tim270
Zrix wrote:I think the AP kit would be more useful if you could actually pick up your claymores. That way you can quickly throw them down when your squad takes up position in a building, making an improvised ambush or something else, then bring them with you to the next objective.
Agreed. I have tried this kit a few times in this role, set up in a position and set a ambush around my squad, nothing happens and I want to move, my only option is to reload/blow the claymores.
If the wrench was given in place of say the binos it would be nice to be able to 'pick them up' with the wrench.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 16:45
by Kain888
Tim270 wrote:
If the wrench was given in place of say the binos it would be nice to be able to 'pick them up' with the wrench.
Anything but binos, knife would do the job.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 17:05
by Zrix
I don't know how this works, but there could be a problem if the item you use to pick up the claymores can also disarm mines and stuff. Especially on INS, you'd end up with a bunch of mini CE's.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 17:12
by goguapsy
samogon100500 wrote:AP kit pretty useless.Would be nice to remove claymores and put anti-infantry grenade launcher like RShG-2(RPG-26 with Fuel-Air Explosive(thermobaric) warhead) or RPG-7 with Frag or Fuel-Air explosive(thermobaric),for NATO forces - AT4 with HEDP round.Germany Pzf-3 with needed warhead.
(BTW, to add a video, simply add the weird string of letters and numbers after the "=")
Ever thought of the spam that would create?
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-07 17:27
by doop-de-doo
Personally, I found it to be an excellent weapon of denial. The main problem is the time it takes to properly deploy a good barrier.
---
Here's a scenario for those who are interested.
Barracuda, PLA Airfield. Chinese side:
The armor tends to only become a danger once it reaches the actual air strip itself.
CAS is a difficult thing to defend against and that's a different matter.
Infantry usually emerge from the south and south-west. If you had opportunity, you could place several groups of strategically placed claymore barriers at the standard entrances. With a little patience and care, you alone could do the work of several people when a wave of infantry breaches the entrances.
---
I am not sure if combat engineers are able to defuse claymores or not.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-08 00:56
by mangeface
I like the idea of picking the claymores back up. Claymore's are very useful in setting ambushes and defense/area denial. Past that, I find them quite useless and hard to implement in an assaulting infantry squad.
I don't like the idea of an RPG or AT4 with AP warheads. To me, it seems a little out of place. You don't see those being used as anti-infantry weapons very often, at least often enough to find their way into the game. Things like SMAWs are used against infantry, but against infantry that hunkered down in a building.
If claymores could be coded to be picked back up, I see this being a more useful kit.
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Posted: 2011-03-08 03:07
by ma21212
ShockUnitBlack wrote:Note - this also happens to be one of only two kits in the game that is can't really be used offensively (the other being the Combat Engineer kit, which instead of two claymores and a tripflare - none of which can be moved once deployed - boasts C4, an AT mine, a wrench, and extra incendiary 'nades - in other words, a lot of useful stuff).
your right its not supposed to be used offensively, you have to use it for defence. Ive used it many times to defend a building or a compound, you put one facing an entrance and your whole squad might not have to worry about that door. Its fine the way it is.
But this topic does bring up a good point: picking them back up.
Posted: 2011-03-08 05:33
by ToonS
Kain888 wrote:Anything but binos, knife would do the job.
Would it be possible to have an alternate fire for the knife?
Right click and have a levering action instead of stab and make this to remove them? Although I have no idea if this could be set to one kit or not.