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Old 04-28-2009, 10:22 PM   #11
badmojo420
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Default Re: Specialist optics.

Quote:
Originally Posted by DankE_SPB View Post
bad idea
now if smbd wants to camp with optics on roof he needs mate with hook, this requires some teamwork
if you give optic to standart specialist, you'll get snipzorz on everyroof
I agree with this reason for keeping the red dot. In fact i feel the rope should be on a limited kit, but i'll live with it being spawn. But giving them a scope would just be over kill. And reduce the team work factor.
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Old 04-29-2009, 03:32 AM   #12
TempesT
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Default Re: Specialist optics.

It will promote Specialists grappling onto roofs and sniping alone.
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Old 04-29-2009, 09:15 AM   #13
Qaiex

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Default Re: Specialist optics.

I have my doubts about the validity of people trying to play sniper with the ACOG, even so, this is again changing the game, not to favour realism, but to keep the few newbies and idiots in check.

Isn't one of the tenants of this dev team, not to do that?


The fact is that unless you have a monitor the size of a wall, ironsights and red dot sights are worthless on the maps where the specialist is effecient. And even though they make up for some of it in door breaching ability and the rope. It's not nearly enough to warrant the lack of help they are in a combat situation where the biggest advantage you have over your enemy is range.
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Old 04-29-2009, 04:49 PM   #14
[R-COM]Ragni<RangersPL>
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Default Re: Specialist optics.

Sorry but Specialist rifleman must stay without the scope.

Giving them a scope will make it an ultimate kit for all the lonewolf campers.


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RANGERS LEAD THE WAY!!!

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Do not post stupid suggestions just because you had a bad round in PR
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Old 04-29-2009, 05:06 PM   #15
rampo

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Default Re: Specialist optics.

naah... if that would happen evreyone would only take specialist because its got dah ultra h00k


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Old 04-30-2009, 03:05 PM   #16
Qaiex

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Default Re: Specialist optics.

Then remove the hook and give them a couple of breaching charges, to blow holes through walls instead of climbing over them.
And give the hook to another kit. The most use you get out of the hook for a sniper spotter, but the shotgun is vital to an infantry squad.
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Old 04-30-2009, 03:10 PM   #17
[R-DEV]DankE_SPB
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Default Re: Specialist optics.

Quote:
but the shotgun is vital to an infantry squad.
meh, where??? sometimes there is lack of breaching tools, but saying its vital... give example please


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Old 04-30-2009, 03:47 PM   #18
Cheditor

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Default Re: Specialist optics.

On any city map the hook becomes a great strategic tool, if im SL on muttrah i always request someone to grab a grappling hook.
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Old 04-30-2009, 04:29 PM   #19
Ace42
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Default Re: Specialist optics.

Quote:
Originally Posted by DankE_SPB View Post
meh, where??? sometimes there is lack of breaching tools, but saying its vital... give example please
Fallujah west, many caches are behind breachable doors. It's easy for terrorists to get pinned down (esp by APCs or hummers) and for a breach-and-run through buildings to be the only escape route.

Likewise, on Korengal, there's a ton of scaleable / breachable surfaces which are vital for circumnavigating ambushes and grenade-traps.

Hopefully there'll be more breachable doors in future maps. A handful of gates in key locations (especially denying road-access!!!) is more significant than a ton of doors on empty 1-roof destroyable buildings.

As for aimpoint / iron vs optics - Aimpoint all the way. Firstly, avoiding lone-snipers on roofs is a must; secondly - breachers should be hopping over walls and breaking through doors, and generally sneaking up and getting in the face of people. That = CQB = ironsights not scope.

Personally, I think the "specialist" rifleman should be merged with the regular iron-sights rifleman. The choice of "grapple + breacher" vs "ammo and grenades" is no choice at all, generally. Grapple wins over a couple of grenades, and ammo's very rarely an issue with most of the squad spawning with acog + ammo pack. Greater delineation is needed.

Either: Give the specialist better armour (breaching point-men do get the heaviest body armour IRL - first through the door is the most likely to get shot) and ditch the optics-rifleman ammo pack, bulk up ironsight's rifleman's ammo bag.

Or, ditch the ironsights rifleman, ditch trip-flares (totally useless except for snipers, really. Slightly more use for ins, who don't even get them) - give the new specialist / ironsights hybrid either grenades, ammo bag, or smoke / flash-bangs (yes, I know why they were removed) to aid breaching / building assault.
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Old 04-30-2009, 11:40 PM   #20
galzohar

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Default Re: Specialist optics.

Iron sights are a thing of the past. There is practically no reason to not have some kind of optic on your weapon, unless you have pretty much no budget at all to get a good one.

It's funny how in every game when someone mentions acog someone else mentions that "everyone will be snipers", when in fact the "snipers" are the guys that shoot stuff at like 100 meters and the riflemen are the guys that shoot stuff at 20-40 meters, when in reality it'd be riflemen shooting stuff at 100+ meters, riflemen with 4X scopes at 300+ and snipers at 500+. Taking a sniper rifle/acog to hit something at 100 meters isn't being a sniper - it's taking a sniper weapon so you can do the rifleman's job because the rifleman can't do it himself due to game limitations. These limitations are hard to get around, yes, but it's still wierd that every time someone mentions zoom in any shape or form a bunch of people go and cry "but everyone will play 'sniper'".
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