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#11 |
![]() Join Date: Nov 2007
Posts: 335
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I think the kits are fine, except for the amount of nades.
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![]() I die a little on the inside everytime I read someone misuse the word "hardcoded". |
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#12 |
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PR Beta Testing Team Member
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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. |
![]() PR NA Test Team: Breaking the DEV's Hard Work, One Build at a Time. [R-DEV]dbzao: I'm Oscar Mike, OSCAR MIKE!!!! |
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#13 |
![]() Join Date: Feb 2007
Posts: 580
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YES! NO MORE FLASHBANGS! *Cheers*
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#14 |
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[DM]Cheomesh -- Clan Leader.
I should have 200 posts more than it shows... Slayer of 2 spam bots! Aw dude 4 str 4 stam leather belt? AHHHHHHHHHHHHH! |
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#15 |
![]() Join Date: Feb 2008
Posts: 5
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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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#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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[DM]Cheomesh -- Clan Leader.
I should have 200 posts more than it shows... Slayer of 2 spam bots! Aw dude 4 str 4 stam leather belt? AHHHHHHHHHHHHH! |
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#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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#18 | |
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PR Beta Testing Team Member
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Quote:
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![]() PR NA Test Team: Breaking the DEV's Hard Work, One Build at a Time. [R-DEV]Katarn: "That's pretty... PRETTY BADASS." |
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| kit limiting system, kits, overloaded |
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