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Old 04-28-2009, 09:52 PM   #91
Snazz
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Default Re: [Hud] Limited kits on spawn menu

I often play as a medic and I like the changes, a squad should only need 1 medic.

I also really like how the SAW has been given a scope, I can't get much use out of the current iron sights TBH.

As for the ongoing head-shot-kill debate, the decision already been explained pretty well by the devs. If you really want to down an enemy squad shoot their medic first.

BTW, the mention of a 0.86 sounds interesting, I hope to see an announcement soon if it's not just another closed test build.
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Old 04-28-2009, 10:17 PM   #92
PhantomCCI
Default Re: [Hud] Limited kits on spawn menu

Awesome to have none optic officer kits, no more being forced to fight CQB with an ACOG sight.
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Old 04-28-2009, 10:27 PM   #93
Onil

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Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Just so everyone is aware, that's an ELCAN on the M249. It's the only MG optic that will be ready for 0.86 but they are planned for almost every faction (we'll change it to a SUSAT for the Brits in time).
Can we please have the Iron Sights Variant of the Automatic Rifleman as well?

I mean you are adding that option to the Officer, might as well do it with the MG since we don't have the option to remove the optics ourselves when the type of terrain demands it.


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Old 04-28-2009, 10:50 PM   #94
Snazz
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Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by Onil View Post
Can we please have the Iron Sights Variant of the Automatic Rifleman as well?

I mean you are adding that option to the Officer, might as well do it with the MG since we don't have the option to remove the optics ourselves when the type of terrain demands it.
Read:
http://www.realitymod.com/forum/f10-...tml#post991000
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Old 04-29-2009, 12:12 AM   #95
00SoldierofFortune00

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Default Re: [Hud] Limited kits on spawn menu

I like the changes so far, but I agree, 1 medic is not enough. If you are only going to have 1 medic, then you might as well make headshots kill because I can see 5 people crowding around the 1 medic right now. Games will also be much shorter since medics won't be able to revive and heal as much, meaning more ticket loss.

I always preferred to have 2 medics per squad so 1 medic could work with half of the squad, and the other medic with the other half. That way, fireteams were semi-possible. Now, it will be even more impossible to split up since you won't have a medic that can be with both fireteams at the sametime.

Also, why not have the medic have the option of ironsights and scopes? On wide open and long range maps like Kashan, the medic can't really fight at all, even when there is no one to medic. I mean, everyone always tells someone in the squad to go medic (except themselves), but not everyone wants to medic at every second of the game, they want to fight too. And without a scope on certain maps, this makes them even more of the squad "b*tch" I guess you could say. Basically, the guy who is always there to provide your the squad, but never for his own needs. Players aren't hardcoded remember? And this game is still about fun remember?


And to the people saying 1 medic is fine, remember that this game is still based on the BF2 engine. No matter what you do to it, this engine was never meant for realistic play, hence why it is still so easy to die in this game, even if you are being "conservative." Just saying "be more careful" or "approach carefully" means nothing because half the time you do, but get killed because of lag, insta-proning, or lucky shots.

"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
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Old 04-29-2009, 12:16 AM   #96
Pvt. Green

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Default Re: [Hud] Limited kits on spawn menu

Will these limited kits be receiving the -10 point penalty for dying with them?
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Old 04-29-2009, 12:21 AM   #97
NYgurkha

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Default Re: [Hud] Limited kits on spawn menu

officer kit with iron sight is gonna be a godsend


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Old 04-29-2009, 12:26 AM   #98
[R-CON]ChiefRyza
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Default Re: [Hud] Limited kits on spawn menu

I love the medic change. I think it will help keep squads together even more and remove the medic spam that has been rampant ever since the headshots got removed. Good job DEV's and thankyou!

I'm assuming the people want lots of medics around still are the people who forgot what it was to be careful about how you go about fighting in PR..... This should bring us back to the good old days where people didn't rely on medics but rather utilized them. If you want medic spam, Vanilla's door is always open. Good riddance to it!


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Old 04-29-2009, 01:38 AM   #99
Snazz
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Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by 00SoldierofFortune00 View Post
it is still so easy to die in this game, even if you are being "conservative." Just saying "be more careful" or "approach carefully" means nothing because half the time you do, but get killed because of lag, insta-proning, or lucky shots.
If you get killed because of some bug/lag/exploit/fluke then bad luck, playing cautiously will still improve your chances of survival.

It makes sense for PR, a lot of the design decisions have been about encouraging players to play more tactically and carefully.

Having less medics around won't make it less fun for me, when I'm a medic I already focus on healing and reviving my squad more then fighting. If someone goes medic just so they can heal themselves and kill more people then they're not really playing the mod how it was intended.

If you find supportive/specialized roles boring just don't play them, stick to rifleman and killing people. Your squad/team will want people in those roles as everyone benefits and people who do enjoy them will fill the positions.

Instead of splitting up your squad into 2 fire teams, you can work with another infantry squad using mumble. I know that's easier said then done but if you really want it you'll organize it.
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Old 04-29-2009, 02:04 AM   #100
rangedReCon

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Default Re: [Hud] Limited kits on spawn menu

Good update, DB you are a god among mere men!


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