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Old 12-07-2009, 10:39 AM   #31
maarit
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Default Re: Unbalanced weapons

Quote:
Originally Posted by Epim3theus View Post
The reason for not giving the medic a scope is because then the medic would more likely become active in firefights and trying to get kills.
The medic should focus on keeping his squadmembers at full health and alive and the close range/odd angle succerity of his squad. Aswell of staying alive himself and out of harmsway or in low risk situations as possible.
Most of the time the player that takes up the medic role, voluntarily, atm is the more team oriented player imo. Giving the medic a scope could attrackt the less teamplay focused, more bend on kill focused player to this kit.
And the next worse thing then no medic is a medic that doesn't play like one.
yeah,i thought it would be like that,but if medic not do his job,kick out from squad.

EDIT:but it makes sense what rudd said:
This means that a medic vs any other kit ingame will get in to a firefight, and will mostly win those firefights because if he gets hit, he prones and heals and gets back up. Whereas the other guy cannot self heal.

If self healing was somehow removed, this would result in a reasonable situation to give the medic more weaponary."


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Last edited by maarit; 12-07-2009 at 10:44 AM..
Old 12-07-2009, 10:46 AM   #32
Cassius

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Default Re: Unbalanced weapons

The saw has one huge drawback. Ammo. To kill undeployed at 50m away is at least 30 rounds.

The reason it does not impact the gameplay as much is that die a lot and spawn with fresh ammo or a rifleman spawns with a fresh bag.
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Old 12-07-2009, 10:49 AM   #33
Sgt. Mahi

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Default Re: Unbalanced weapons

It's funny how people still complain about some weapons being overpowered. Notice how few games are won in insurgency maps by the allied forces even though they clearly have the most powerful weapons vs the weakest weapons in the game.
I find the people who are complaining about the saw always describe a situation where they are in a situation where they meet a saw gunner alone and head-on. A saw gunner is not that hard to take out really if you just think about your approach first. If your squad get surprised by a saw and gunned down to tiny pieces that's only the way it should be.
I never play with the saw (mostly because it's the first weapon to be taken by a squadmember) and I still love the saw because it makes people think twice about running head-on towards an enemy.

Peace is that brief glorious moment in history when everybody stands around reloading
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Old 12-07-2009, 11:02 AM   #34
Cassius

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Default Re: Unbalanced weapons

Also the saw is supposed to be overpowered. But you get only one saw per squad and up to 5 rifles per squad. When it is a decent weapon, depending on the scenario machineguns produce the most volume of fire and casualities. The Whermacht was an extreme example with them having the best machinegun and a slow bolt action rifle, the MG made up like 80% or more of a squads firepower.

What should happen imo is, that medic and machinegun should be put on a timer. When you are dead you should not be able to spawn as medic or saw for 5 min, so that a marksman who targeted the saw or medic greatly impacted the game instead of having just either spawn back in 45 sec. .
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Old 12-07-2009, 11:07 AM   #35
Rudd
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Default Re: Unbalanced weapons

Quote:
w or medic greatly impacted the game instead of having just either spawn back in 45 sec. .
with the beta changes, that medic has a few minute walk or transport in front of him, which simulatesthe same thing except is better gameplay wise imo (constantly having to change who is spawning medic would suck)
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Old 12-07-2009, 12:02 PM   #36
Mariospeedwagen
Default Re: Unbalanced weapons

I've been saying the ARs were overpowered since the patch. Making any one weapon so much better than all the others cheapens the game. Like someone said, when someone chooses to go medic, it's usually because they genuinely want to help their squad. People go AR simply to rack up kills.

Undeployed: make the ARs extremely inaccurate.

Deployed: make it accurate when scoped in, and not able to fire at all when unscoped. For this to work you will need to increase the deploy time. As it is now it only takes what, 2 or 3 seconds?

Easy as that. You now have a SAW gunner who has the firepower to suppress infantry at long range, and the motivation to stick with his squad when he's on the move.

Bonus: It'd still be nice to have the rifles hit where they're aimed. Pretty please?
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Old 12-07-2009, 12:38 PM   #37
goguapsy

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Default Re: Unbalanced weapons

All I gotta say is that in CQB americans have almost no chance agains insurgents. I say, as insurgents only use plain clothes and stuff they should die with only a burst round, which doesn't happen in all cases.

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Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple!
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Old 12-07-2009, 12:46 PM   #38
rampo

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Default Re: Unbalanced weapons

Quote:
Originally Posted by Mariospeedwagen View Post

Undeployed: make the ARs extremely inaccurate.
Just use it whit the right mouse button clicked makes it a killing machine whit small ranges when kept firing


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Old 12-07-2009, 12:48 PM   #39
StuTika
Default Re: Unbalanced weapons

The current AR is not overpowered. It has realistic capabilities - if a squad is caught unawares by an MG then it's perfectly reasonable that they will all get mown down.

All I want is for the sights to be useable when undeployed - these are modern infantry LMGs, they can be used without resting the bipod on something.

Stu.
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Old 12-07-2009, 12:51 PM   #40
rampo

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Default Re: Unbalanced weapons

Quote:
Originally Posted by StuTika View Post
The current AR is not overpowered. It has realistic capabilities - if a squad is caught unawares by an MG then it's perfectly reasonable that they will all get mown down.

All I want is for the sights to be useable when undeployed - these are modern infantry LMGs, they can be used without resting the bipod on something.

Stu.
Ever tried looking through a scope and walking/moving at the same time? Its allmost impossible to keep the scope correctly alinged


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