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#1 |
![]() Join Date: Aug 2007
Posts: 28
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Some kits are overloaded
I could not find a related thread in a quick scan over the forums, sorry
if this is a double. Some of the kits like Officer, Machine Gunner (sorry forgot the name) and I think also Rifleman AT are a bit overloaded. Officer comes with: pistol, nades, smoke nades, flashbang, designator, scoped rifle Machine Gunner: ammo pack, nades, smoke nades. Rifleman AT: scoped rifle, nades, smoke nades. I could be wrong with the details, but that's the general picture. This makes those kits a bit ueber. Is there any reasoning behind that decision or has it just not been changed yet? Thanks for yet another great (even better) release! (the only thing I don't like with new PR releases is that nice old maps and game modes drop out. But we get new great ones, so it's not too bad ) |
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#2 |
![]() Join Date: Nov 2007
DenmarkLocation: Århus.
Posts: 78
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I would Say. No Nades For Officer. And No Scope For Rifleman Antitank.
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So Many Assholes..So Few Bullets
![]() ![]() The Tunguska seriously needs another 6 rounds. |
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#3 |
![]() Join Date: Jul 2007
Czech republicLocation: Prague
Posts: 1,934
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Yes, they have an upper hand against some kits, but that's why they're limited.
Both Automatic Rifleman (MG) and Rifleman AT have to be requested and are limited to 5 per team on full server and 1 per squad. Officer kit can be obtained only by squad leaders that are usually more careful about their life so won't be running around like crazy. |
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#4 |
![]() Join Date: Aug 2007
Posts: 28
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I don't think the machine gunner should carry his own ammo, or better, the
ammo of the whole squad, too. |
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#5 |
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PR Operations Lead
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Rifleman AT don't have nades in 0.7 and flashbangs have been completely removed in the patch.
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#6 |
![]() ![]() Join Date: Feb 2007
Location: Norge
Posts: 668
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Completely removed?? That's drastic.. I feel the Officer is in his right to keep it.
If anything, i could see the Automatic Rifleman loosing the ammopack to bump the Ammo Rifleman. But i love my MG, so i wouldn't mind if it remained the same either. |
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#7 | |
![]() Join Date: Aug 2007
Posts: 28
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Quote:
on several occasions recently and also used the flashbangs myself. They are still in. EDIT: Or do you mean the 0.7b server patch, could be an old server I've played on btw, great work on the sounds so far! Love to see a game also focus on good sound works. | |
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#8 |
![]() Join Date: Nov 2007
Location: NJ USA
Posts: 2,406
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He means the patch that will be coming out shortly for 0.7, we have not seen it yet. That's why you are still getting flashbanged.
Anyhow, I agree with flashbang removal, but in real life there are soldiers who are "uber" like this. Although the ammo on the AR is a bit much imo. Anyhow, IRL riflemen carry their rifle even if they have a rocket on their back, and they're not going to take the optic off of the rifle to make it more "fair". The officers SOFLAM simulates a radio for calling in air support, and I'm relatively sure that all NCOs and above are authorized to carry sidearms. Anyhow, these are not unrealistic loadouts, except for the infinite ammo of the AR. |
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#9 |
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I think they gave the Automatic Roflman his ammo back because they had a bug where calling for ammo made them show up on the minimap as still having it (modified support kit vs a fresh design I'd guess).
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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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#10 |
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I like the way it is..
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| kit limiting system, kits, overloaded |
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