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#1 |
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Thou shalt not flame the awesomeness of what is to come.
So although there'd probably be too many I think we should be able to have RPGs as a default kit, and I dont think there should really be a difference between LAT/HAT on insurgent, it's an RPG none the less. But I think they should be default kits like a rifleman as a limited kit(Don't go flip on me now.) Few Limited kits in the selection screen for the insurgent teams, such as like 4 - 8 XD maybe total and it can be 1 per squad. |
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#2 |
![]() Join Date: Sep 2008
Posts: 267
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Could lead to rpg farming. Current system is fine with me.
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#3 |
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That's true. I kind of thought about that but just my opinion RPG's seem pretty wide spread in iraq.
And there's not always enough to take out a tank or some other armor. Biggest problem with the current system I Have is how long it takes to get another one after you lose em, especially with how the kits last 5 minutes and then you need to wait for it to dissapear and about another 10. Sometimes it comes down to the critical moments where you need an RPG and don't have one. OR you just wanna blow up some IDF or something on Gaza. |
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#4 | |
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What is your reasoning behind this? All you are saying is that you'd like them as a spawn kit.
Why? Quote:
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Sheath no sword;
Lower no shield; Lack no vigilance. |
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#5 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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They are pretty common in game as well currently, 2(?) at each cache and like 4(?) at main based? thats a possible 6(?) in the field at one time?
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#6 |
![]() Join Date: Jul 2009
Location: Turku, Finland
Posts: 460
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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.
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. |
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Last edited by Bellator; 03-18-2010 at 07:52 AM..
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#7 |
![]() Join Date: Aug 2008
Location: Sodertalje
Posts: 5,392
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too many rpgs as it it. i do however think they are a bit too weak. i've shot BDRMs with one and just watch them drive away. pretty sure i've had similar experiences with humvees too.
once i shot a militia jeep with a russian tandem and it didn't take damage cause i hit the machine-gun. gunner died, though... |
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#8 | |
![]() Join Date: Jul 2009
Location: Turku, Finland
Posts: 460
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Quote:
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#9 | |
![]() Join Date: Jan 2008
Posts: 1,099
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Quote:
4 main 2 cache 1 2 cache 2 2 cache 3 2 cache 4 2 cache 5 2 cache 6 2 cache 7 2 cache 8 (the spare that doesn't need to be destroyed) Of course Insurgents also get unlimited IED/mine kits, one artillery IED (or more in the future) RKGs in basic kits... And BluFor only has a few pieces of armor and some light vehicles. The Insurgents have plenty of AT already. | |
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My
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#10 |
![]() Join Date: Jun 2009
Posts: 518
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Insurgents are fine with the number of RPG.
I am not sure how many rounds of RPG it will take to kill a MBT though... But spawn kits have RKG(dual purpose, for armor or suicide room clearing). |
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| insurgents, weapons |
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