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Old 06-15-2010, 02:46 AM   #31
alberto_di_gio

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Default Re: Rifleman specialist-new lonewolf kit?

Quote:
Originally Posted by Bufl4x View Post
You are missing the point. People (including myself) take specialist kit on insurgency maps simply because thats about the only kit that can't be used against blufor if taken by the enemy.
really... thats little odd I think (excluding HAT) I've never choose a kit by thinking "what if I get killed and they got my kit?"


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Old 06-15-2010, 03:55 AM   #32
TH3_BL4CK

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Default Re: Rifleman specialist-new lonewolf kit?

Quote:
Originally Posted by alberto_di_gio View Post
really... thats little odd I think (excluding HAT) I've never choose a kit by thinking "what if I get killed and they got my kit?"
So you wouldnt care if they got a sniper, Saw, Scoped Weapon or a Lat considering a LAT is just as effective as a HAT on LAVs and Hummers.

The Specialist kit is fine and it always has been there is nothing to complain about even if the incidnarys get removed from the kit what stops them from shooting the crap out of the cache...



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Old 06-15-2010, 03:56 AM   #33
rampo

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Default Re: Rifleman specialist-new lonewolf kit?

Quote:
Originally Posted by alberto_di_gio View Post
really... thats little odd I think (excluding HAT) I've never choose a kit by thinking "what if I get killed and they got my kit?"
If im going in by myself somewhere i know ill meet enemies i wont take a waluabe kit


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Old 06-15-2010, 04:12 AM   #34
Pirate

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Default Re: Rifleman specialist-new lonewolf kit?

It's fine, learn2play.

If one man can sneak through an entire team's defences, it's your fault unless he has a cloaking device, jet pack and lasor gaydid missoiles attached to his arms. Teamwork is more than just working as a squad, it's working as a whole team. The rest of his team was doing a good job of distracting you apparently, since he managed to get past you and grab the cache.
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Old 06-15-2010, 04:36 AM   #35
a0jer
Default Re: Rifleman specialist-new lonewolf kit?

only problem with the specialist kit is the shotgun. the other day we had a lone specialist camping on a rooftop over an insurgent FOB, we got enough intel for two known caches before people stopped spawning there.
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Old 06-15-2010, 05:12 AM   #36
Heskey
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Default Re: Rifleman specialist-new lonewolf kit?

RIFLEMAN SPECIALIST requires at least TWO members in your squad.
RIFLEMAN SPECIALIST is limited to ONE kit squad.

I think that would make this kit's value worth more.

I initially thought "do THREE members so they get SL, Medic, THEN Specialist"; but doing it at TWO introduces an element of strategy in terms of new 2 man squads (waiting for new players) having to decide if they want the ability to heal, or the ability to manouver more effectively.

I think the kit loadout itself is fine.


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Old 06-15-2010, 05:12 AM   #37
alberto_di_gio

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Default Re: Rifleman specialist-new lonewolf kit?

Quote:
Originally Posted by TH3_BL4CK View Post
So you wouldnt care if they got a sniper, Saw, Scoped Weapon or a Lat considering a LAT is just as effective as a HAT on LAVs and Hummers.

The Specialist kit is fine and it always has been there is nothing to complain about even if the incidnarys get removed from the kit what stops them from shooting the crap out of the cache...
Of course I care and I always go after it if I lost a limited kit. But until now I did not limit myself because I fear losing it.

First of all if to take a limited AR, LAT or Grenader you have to be at least 4 in squad. And if you are playing it like real squad than there should not be a reason to scare. Or may be it is because I'm mostly playing with my buddies. In our situation if an important kit drops while we are in action another one grabs it or protects it until a medic comes. Or the worse they secure the perimeter until the owner comes back at retake it. If we all die... well... than thas a well deserved kit I say

For example 2 day ago in Muttrah.. I lost my Marksmen in a building. I immidiately informed my SL. They came with an APC and gave support while another teammate gets in and secure the building. I spawned on the nearest FOB get back and reclaim my marksman. Well of course this may be very optimist situation but if you are playing like a team there is always a way to protect your kit.


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Old 06-15-2010, 07:21 AM   #38
DEADLY_sniper
Default Re: Rifleman specialist-new lonewolf kit?

Quote:
Originally Posted by a0jer View Post
only problem with the specialist kit is the shotgun. the other day we had a lone specialist camping on a rooftop over an insurgent FOB, we got enough intel for two known caches before people stopped spawning there.
thats same for AR camping near FOB, or most iron sight rifles (with less effectivity) waiting near spawn. you cant blaim this of losing tickets/getting intel. its the other teams fault. Like you would want to remove AR because you lost 60 tickets when it kept killing spawning people on FOB. Just by the way, shotgun doesnt have really that much ammo, he had to use a rifle too.

I find specialist a great kit for people who actually want to use stealth to accomplish their objective instead of using firepower. Its good as it is, nothing overpowered. Weakening it would simply weaken the whole strategy.

@Heskey
Actually mostly 2 people squad take specialist and medic, officer isnt really needed unless you need optics, depends on map. And specialist can actually give you the advantage you need to evade/fight bigger amounts of enemies in CCQ.
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Old 06-15-2010, 08:07 AM   #39
Jarryd_455495

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Default Re: Rifleman specialist-new lonewolf kit?

I'm abit indecisive, I think both limiting and leaving it how it is now have good aguements.
I reckon you only need 1 rifle spec per squad because who needs more than one rope if your are sticking together and if it only takes 2 people in a sqd then you could just ask someone to leave there sqd quickly and join your new one just so you can get your kit but don't remove others from there oringinal sqds, however those don't seem at all needed when it's such a small matter.

If it is changed though, I would like to see more than 1 rifle spec availible in one sqd and it becoming requestable. Maybe like every 2 people in the sqd you get the option to get another rifle spec. This way it limits it however the option for more is still there from bigger sqds.


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Old 06-15-2010, 08:17 AM   #40
Bellator
Default Re: Rifleman specialist-new lonewolf kit?

The specialist kit is unfair for few reasons: a specialist is extremely mobile and can easily penetrate lines in urban battles. The grappling hook climb doesn't consumes stamina at all, so the specialist can quickly climb on top of a building and then proceed to accurately shoot anyone below. A specialist can also use the hook to take shortcuts, without consuming any stamina, which is pretty unrealistic. I've had some fun with the specialist kit on Muttrah, playing as MEC. The G3 is accurate and deadly, so its perfect for the specialist. Once I got behind the American line, I shot like 5 soldiers from the rooftop, all with one shot, without reloading, without taking cover. Then I proceeded to move deeper into the enemy territory, where I, entirely alone, massacred even more, something like 15. And because the G3 is so deadly, I didn't even run out of ammo even though I didn't switch kits or replenish my ammo at all. I'm not bragging about my rampage: it wasn't hard at all and it isn't easily possible with any other kit, unless you're moving with a squad.

As for the shotgun, I didn't even need to use it. I didn't even need the grenades. So I don't think they're the cause of the unbalance. The grappling hook is unfair, because its too quick (when you know how to use it) and doesn't consume any stamina. The specialist can simply avoid the enemy pitched combat positions by hopping over buildings and attacking them from the flanks or behind (which isn't bad in itself, its just too easy).
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Last edited by Bellator; 06-15-2010 at 08:50 AM..
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