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Old 04-29-2009, 08:02 AM   #111
AnRK
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Default Re: [Hud] Limited kits on spawn menu

Nice to seethe MG up there as a limited kit as last, good to see medics been limited too.

How come you guys moved the officer kits to the bottom of the menu though? That's gonna cause a bit of a pain in the arse for people who are used to it being at the top, not that it's not obvious it's moved just people are gonna end up going in as rifleman specialists due to false of habit.
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Old 04-29-2009, 08:47 AM   #112
hall0

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Default Re: [Hud] Limited kits on spawn menu

Well I will miss my 2 medics in a squad. But I agree a squad complette out of medics is ridiculous.

But.
You get killed so many squads multiple times because headshots dont kill anymore not just because there are so many medics arround. One medic couldn“t handle the job alone effective because instead of dying the squad could be allways brought pack.
If the total kill headshot would brought back the medics will not have to do so much work and the number will be decreased naturally.
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Old 04-29-2009, 09:20 AM   #113
=WFL= Sgt Bilko
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Default Re: [Hud] Limited kits on spawn menu

Does this mean that Medic kit will be requestable from support crate, like the officer kit?

Also the medic side is only half of the problem, pls add headshot kills again!
The main reason that interest in running medics went skyhigh (from being one of the most neglected ones), is that all soldiers downed by light weapons are revivable for quit some time.


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Old 04-29-2009, 09:28 AM   #114
-=TB=- Sturmjaeger

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Default Re: [Hud] Limited kits on spawn menu

Quote:
But I agree a squad complette out of medics is ridiculous.
Why all takling about a squad full of medics? Just increase the limit to 2.
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Old 04-29-2009, 09:39 AM   #115
luckyhendrix
Default Re: [Hud] Limited kits on spawn menu

no, one medic is perfect. If the medic is good he should never put himself in danger and it would force squad to fallback when there's too many wounded rather than asking the medic to heal 5 people at the same moment what he can't do and shouldn't do.
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Old 04-29-2009, 09:42 AM   #116
Priby

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Default Re: [Hud] Limited kits on spawn menu

Im not quite sure about the AR but you guys surely thought it trough.
Overall a nice change, especially the medic limit.


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Old 04-29-2009, 09:45 AM   #117
Rico
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Default Re: [Hud] Limited kits on spawn menu

Just wondering why the use of the unlock system hasn't been used to choose between the scoped/unscoped variants? It would free up kit selection slots potentially for other kits (Grenadier) and look tidier too. I think EoD did something similiar?


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Last edited by Rico; 04-29-2009 at 09:54 AM..
Old 04-29-2009, 09:51 AM   #118
Rudd
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Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by Rico View Post
Just wondering why the use of the unlock system hasn't been used to choose between the scoped/unscoped variants? It would free up kit selection slots potentially for other kits (Grenadier) and look tidier too. I think EoD did something similiar?
Indeed, the subject has been brought up multiple times.

I suspect something to do with the t rose request system being incompatible or something?


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Old 04-29-2009, 09:54 AM   #119
[R-DEV]dbzao
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Default Re: [Hud] Limited kits on spawn menu

We didn't have time to work on the unlock system. We will try for the next version.


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Old 04-29-2009, 09:57 AM   #120
Rico
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Default Re: [Hud] Limited kits on spawn menu

One concern about the SAW spawnable kit that just sprang to mind. Take an insurgency map for example, say the SAW gunner is killed and the enemy steals his kit (as seen ALL the time with any kit). Now, this squad member who just died would normally have to spawn on the RP, now no longer equipped with this powerful weapon. However, now he can spawn straight back into the fight with his trusty SAW again, again potentially to be stolen once more.

I foresee a Taliban team equpped with many 4x scoped SAW's because its no longer limited and too plentiful, possibly tipping the balance. The argument against of course is players should be more careful, not spawn in if too dangerous yada yada. Players are hardcoded and do stupid things.

I'm not saying I don't like the change, in fact I really like the fact that a squad can always have a SAW gunner. Just thought I'd point out a potential game play change that could tip the balance slightly.


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