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Old 03-18-2010, 04:48 AM   #1
SGT.Ice

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Default AT Weapons for insurgents

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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Old 03-18-2010, 04:52 AM   #2
AgentMongoose
Default Re: AT Weapons for insurgents

Could lead to rpg farming. Current system is fine with me.
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Old 03-18-2010, 05:03 AM   #3
SGT.Ice

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Default Re: AT Weapons for insurgents

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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Old 03-18-2010, 05:18 AM   #4
dtacs
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Default Re: AT Weapons for insurgents

What is your reasoning behind this? All you are saying is that you'd like them as a spawn kit.

Why?

Quote:
I kind of thought about that but just my opinion RPG's seem pretty wide spread in iraq.
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Old 03-18-2010, 07:27 AM   #5
gazzthompson

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Default Re: AT Weapons for insurgents

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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Old 03-18-2010, 07:45 AM   #6
Bellator
Default Re: AT Weapons for insurgents

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.
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Old 03-18-2010, 07:54 AM   #7
hiberNative

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Default Re: AT Weapons for insurgents

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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Old 03-18-2010, 07:55 AM   #8
Bellator
Default Re: AT Weapons for insurgents

Quote:
i do however think they are a bit too weak. i've shot BDRMs with one and just watch them drive away
They are reasonably powerful. The Israeli cardboard APCs, for example, are just fun to blow up. Humvees certainly go down from my experience, although I remember once that the crew managed to get out.
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Old 03-18-2010, 10:54 AM   #9
snooggums
Default Re: AT Weapons for insurgents

Quote:
Originally Posted by gazzthompson View Post
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?
That is 8 at round start with 4 at main and two and each of the two starting caches, and if by some magical stroke of luck it would be possible to have 20 once 6 caches are destroyed.
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.

My
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Old 03-18-2010, 02:57 PM   #10
ComradeHX

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Default Re: AT Weapons for insurgents

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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