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#11 |
![]() Join Date: May 2009
Location: michigan
Posts: 408
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hard for anybody to get to you when you parachuted to the top of an unreachable spot... different situation for different stratagies. and good snipers dont need a spotter. shoot when you know whats around you firstly. and i'd rather have a grapple as a spotter than a sl anyday.
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#12 |
![]() Join Date: Jun 2009
Location: Adelaide
Posts: 165
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This is Project Reality, not Project 1337 Paramilitary sniper. If you're seriously suggesting that a sniper shouldn't operate with a spotter then your suggestions are going to get shot down mighty quick.
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#13 |
![]() Join Date: May 2009
Location: michigan
Posts: 408
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i guess snipers dont spot snipers irl? and im 1337 no matter what role im playing.
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#14 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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#15 |
![]() Join Date: May 2009
Location: michigan
Posts: 408
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#16 |
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"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain |
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#17 |
![]() Join Date: Sep 2008
Posts: 158
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I dont want to be rude, but I laughed out very loud reading that. However I do agree with the Title and I like the idea of more sniper kits, I dont think they would be all used since the RPG system is already in the game and works, I guess. Alot more sniper kits and better accuracy!
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[POT] Alvina
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#18 |
![]() Join Date: May 2009
Location: michigan
Posts: 408
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just an idea. but its not like it would be wasting a slot since the sniper doesn't have incendiarys. its also 1 of the only kits that wouldn't make ppl want to parachute into a cache.
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#19 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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the sniper kit is already got a "leetness" factor attached to it that means 99% of users of the kit should be killed. lets not add to the %age.
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#20 |
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Can we keep the discussion on the topic of Insurgent snipers and their kits. If you want to discuss giving US snipers a parachute, or allowing 2 snipers per squad, etc, etc.....make your own thread.
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| improve, ins, snipers |
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