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Old 02-12-2008, 09:40 PM   #11

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I think the kits are fine, except for the amount of nades.


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Old 02-12-2008, 10:35 PM   #12
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I think the kits are fine as is.

Off-Topic- What were the reasons for flashbang removal? The only kit I found them appropriate for was Special Forces.


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Old 02-12-2008, 10:48 PM   #13

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YES! NO MORE FLASHBANGS! *Cheers*

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"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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Old 02-12-2008, 11:38 PM   #14

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Quote:
Originally Posted by DeePsix View Post
I think the kits are fine as is.

Off-Topic- What were the reasons for flashbang removal? The only kit I found them appropriate for was Special Forces.
General uselessness.

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Old 02-14-2008, 06:44 AM   #15

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Personally, I wouldn't mind seeing the marksmen kit lose its shovel and have it replaced with a pistol.
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Old 02-14-2008, 06:55 AM   #16

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Except for the fact that they don't get pistols IRL, at least not in any of the real military forces depicted. Your specialization is long range assistance. Your squad mates with assault rifles are to take care of the close range targets you seem to have problems with.

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Old 02-14-2008, 07:01 PM   #17

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Ammo carriers

Personally I think the Auto-riflemen need to carry their own ammo, as they need it if they're dishing out suppressive fire. Also; if you look at a typical (read:arbitrary) 5 man squad:
1. Officer
2. Medic
3. Engineer
4. Auto Rifle
5. Sniper / Marksman / Anti-tank Rifleman, H-AT, Anti-Air, etc etc etc.

You've got no space for an ammo carrying rifleman to give the auto-rifler close ammo support. Yes, I know you don't HAVE to have any of those kits in a squad, but on any public you can almost guarantee 2 or 3 limited kits, and having the AR user being able to ammo us up as well as a non-limited kit really helps with the flexibility.

Now, if the OFFICER could carry ammo instead, then (and only then) would I agree that the AR ammo is superfluous, as you should never have an AR user who's not in a proper squad with an officer. Alternatively, make it so the *AR* (or officer) kit can't have it's AMMO PACKS re-armed. Once you've dropped it, you can replenish everything else from it as normal, but not get another ammo pack back off it.

Personally, I think the "ammo carrier" is the most redundant class in the game, partly due to the availability of the heavy MGs, for sure, but mainly because death is so frequent that you seldom need ammo as much as a second (third, fourth?) medic would benefit you.

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Old 02-22-2008, 12:30 AM   #18
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Quote:
Originally Posted by Ace42 View Post
Personally I think the Auto-riflemen need to carry their own ammo, as they need it if they're dishing out suppressive fire. Also; if you look at a typical (read:arbitrary) 5 man squad:
1. Officer
2. Medic
3. Engineer
4. Auto Rifle
5. Sniper / Marksman / Anti-tank Rifleman, H-AT, Anti-Air, etc etc etc.

You've got no space for an ammo carrying rifleman to give the auto-rifler close ammo support. Yes, I know you don't HAVE to have any of those kits in a squad, but on any public you can almost guarantee 2 or 3 limited kits, and having the AR user being able to ammo us up as well as a non-limited kit really helps with the flexibility.

Now, if the OFFICER could carry ammo instead, then (and only then) would I agree that the AR ammo is superfluous, as you should never have an AR user who's not in a proper squad with an officer. Alternatively, make it so the *AR* (or officer) kit can't have it's AMMO PACKS re-armed. Once you've dropped it, you can replenish everything else from it as normal, but not get another ammo pack back off it.

Personally, I think the "ammo carrier" is the most redundant class in the game, partly due to the availability of the heavy MGs, for sure, but mainly because death is so frequent that you seldom need ammo as much as a second (third, fourth?) medic would benefit you.
Changes are being made in the next patch, just wait.


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