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Old 03-18-2010, 03:36 PM   #11
Dev1200

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Default Re: AT Weapons for insurgents

I don't think AT weapons should be handed out "realisticly", but they should be more controlled for gameplay wise.


It takes about 2-3 good hits to kill a bradley with the insurgent RPG. If you bunch 2 RPG's in one area, thats doom for the bradley. If you add that to the regular kit, thats just 1 more RPG per squad. There's no point to have anti-tank weapons as a spawnable kit. Too much spam.


@ComradeHX, It takes about 20 RKG's to kill an IDF .50cal apc. It only takes 2 or 3 to kill a humvee.


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Old 03-18-2010, 05:44 PM   #12
ComradeHX

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Default Re: AT Weapons for insurgents

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Originally Posted by Dev1200 View Post
@ComradeHX, It takes about 20 RKG's to kill an IDF .50cal apc. It only takes 2 or 3 to kill a humvee.
I like this.

Imagine 20 insurgents rushing toward APC, then blow up with their RKG in hand next to the APC.


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Old 03-18-2010, 06:03 PM   #13
[R-COM]rushn
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Default Re: AT Weapons for insurgents

I feel like the normal RPG7 does not have enough frag in it to kill a person unless you hit that person dead on

there are about 5 diffrent RPG7 warheads which on is roughly used for normall RPG7?
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Old 03-19-2010, 10:19 AM   #14
Arnoldio

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Default Re: AT Weapons for insurgents

Yes there is 4 at main, 2x2 at the revealed caches...

thats 8 RPGs on field, count in that every one of them has 3? rockets, thats 24 rockets, so i believe its fine...

Yeah i failed


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Old 03-19-2010, 01:28 PM   #15
myles

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Default Re: AT Weapons for insurgents

this is a ressugestion totally not awsome lol

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Old 03-19-2010, 06:04 PM   #16
BloodBane611
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Default Re: AT Weapons for insurgents

This thread has some really bad math so far.

3 rockets x 8 kits on the field = 24 RPG rounds on the field at any given moment. That's 24 rockets to defend 2 caches. I think it's plenty.



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Old 03-20-2010, 04:16 AM   #17
USMCMIDN
Default Re: AT Weapons for insurgents

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Originally Posted by Bellator View Post
I think that the RPG kit needs a little enhancement, especially now that the insurgency has become a lot more difficult for the insurgents (only 7 caches and so forth). The Iraqi insurgent RPG kit could use a self-defense weapon so that more people would feel safer taking the kit. (My suggestion is that since there is two RPG kits on the cache, one of them would have aks-74u while the other has a shotgun. ) Now it seems that the RPGs are either unused, lying on the cache, or they're used VERY close to the cache, thus exposing it all too frequently. Giving the RPG kit a self-def weapon would encourage people to leave the cache for better locations.

As for the number of RPGs available -- 6 -- I think its enough. It could be somewhat more on some maps, little less on some others. But I disagree with the thread starters proposal.
IRL a RPG operator usually does not have another weapon... Even in modern armies such as Russia we see that a RPG operator does not carry another weapon and solely the RPG. Believe it or not the RPG is heavy and awkward to carry. I disagree with the devs putting weapons with RPGs and wat not but o well I dont make the game just play it lol

Quote:
Originally Posted by rushn
I feel like the normal RPG7 does not have enough frag in it to kill a person unless you hit that person dead on
IRL the RPG does not have much splash. Well if it is HEAT... Which mostly are... now if you get a fragmentation RPG rocket than yes there should be a 10 meter splash. But think of it like this... You have a RPG that is meant to penetrate armor so it is not going to splash as much as a grenade because it needs to penetrate the armor with effectiveness and not just hit the armor and go boom. To my knowledge most RPGs are HEAT so it should not get that much of a lethal radius in the game.
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Old 03-20-2010, 06:02 AM   #18
[R-DEV]DankE_SPB
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Default Re: AT Weapons for insurgents

Quote:
Originally Posted by USMCMIDN View Post
IRL a RPG operator usually does not have another weapon... Even in modern armies such as Russia we see that a RPG operator does not carry another weapon and solely the RPG. Believe it or not the RPG is heavy and awkward to carry.
care to source that?
because from my knowledge, since the afgan war every RPG gunner was carrying usual AK. We discussed this with Eddie_Baker in other thread, officially, i.e. in 1979 RPG gunner in air assault company was armed with PM(which is already another weapon), later war proved this concept ineffective(there is even a joke, that PM is useful only to finish yourself) and they were armed with AKs

as of now, even crews of HMGs(NSV, Kord) and AGL(AGS) carry ak-74M at training, so i cant see why RPG gunner in war zone wouldn't carry AK unless he is going to suicide or be useless 90% of the time


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Old 03-20-2010, 12:45 PM   #19
Bellator
Default Re: AT Weapons for insurgents

Quote:
IRL a RPG operator usually does not have another weapon
The RPG7 weights about 7 kg, which is hardly overwhelming. Heaviest rounds for it weight 4.5 kg, lighter ones weight about half of that.

So, carrying an RPG and, 2-3 (lighter) rounds is 25 kg if I understand correctly.

I think you could carry an assault rife while you carry RPG, but you'd just have to sacrifice part of your rations and stuff like that.
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Old 03-20-2010, 08:07 PM   #20
SGT.Ice

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Default Re: AT Weapons for insurgents

Not when your hamas and kits don't spawn on caches. I wasn't just talking about the insurgent team.

http://guns.wikia.com/wiki/RPG-7

And yes some of them do carry an AK just depends on who.
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