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#121 | |||
![]() Join Date: Jul 2008
Location: Olsztyn
Posts: 57
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we now can see M249 optics(Brits USA) so other(PLA, MEC ect.) might not have optics or need new models/versions of AR Quote:
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#122 | |
![]() Join Date: Aug 2008
Location: Badner Land
Posts: 52
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Say that on Fallujah or Al Basrah where the insurgent run like headless chicken over the map and try to kill someone. They dont look at there stats. Just want to kill something. And if the got a hit and die a long bloody dead cause no one plays collaba...etc and the squadleader are cheap and dont share their field dressing they try to use their remaining time to kill someone at all costs. And you as a medic should never himself and danger... | |
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#123 | |
![]() Join Date: Aug 2008
Location: Badner Land
Posts: 52
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#124 |
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Registered User
![]() Join Date: Apr 2007
Posts: 4,727
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Yea Rico has a good point there! But I guess it should be the squad's own problem if they let there kits be stolen so much. If they retreat so fast or dont pin the fallen comrades positions than its there own fault that the kits fell in to enemy hands.
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#125 | |||
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
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Now that lone medic will have to worry about healing himself most of the time, then healing every single one of his squadmembers everytime they trip or get slightly wounded. At least with 2 medics, solved that problem. Quote:
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#126 |
![]() Join Date: Dec 2008
Posts: 25
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i think increasing the medic to 2 per squad would be fine, but maybe have it where you need 4 or more people in the squad
i can see 1 medic working for organised play, but pubbing may fail. Due to some squads splitting up or having a medic who cant do anything |
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#127 | |
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Please add team limitation. | |
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#128 |
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M.Warren SAID IT PERFECTLY AND IT SHOULD BE THE OFFICIAL INTRO TO THE GUIDE TO MEDIC.
But again doesn't help with the noobs who dont read guides and tuts. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Unit: Marine Corps Division: 3rd Plt - Aviation M.O.S: -7563 |
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#129 | |
![]() Join Date: Jul 2006
Location: Houston, Texas
Posts: 400
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my squads need one good medic and that is it, 100% of the time. when my squads have more than one medic, we are at a severe disadvantage compared to my normal squad because we are minus one scope, a hook, grenades, a special kit, or ammo. the reason medic should be limited to one per squad is so only a dedicated medic has the kit. i am tired of seeing rambo medics (or medics who act like front line rifleman). when i get random guys in my squad and they take medic, they RARELY play the kit effectively. | |
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Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#130 |
![]() Join Date: Dec 2007
Location: New York
Posts: 637
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I had not commented previously on the use of the SAW (Squad Automatic Weapon) as it feels to be a subject that is in a gray area. Just as much as I wish to believe that it will work out, I also have some skepticism. Let's think about whats being changed here:
1. All SAW weapons are to be given a scope (of unknown magnification) to each squad.Now, it may not seem too much of a difference, but we've taken two major steps away from the norm in PR. Not only have we changed the rules and guidelines for respawning with a limited kit, but we've also added a scope on top of it before we ever had the chance to test the first change. This also brings up another problem. How will SAW's handle while being used with scopes: A. Are SAW's going to become the new scoped weapon with laser beam accuracy in full auto mode? A brief burst is already very accurate from ironsights. Adding a scope (assuming it has a magnification of a standard Assault Rifle) ontop of that makes it feel like it's taken a step away from it's primary role of suppression and is now on route to becoming a gun to administer a stream of lead with a high amount of precision.I personally feel that SAW's should have a scope, but a very unique kind of scope for the role. This scope should have a magnification level between the standard Assault Rifle and the use of Ironsights. You really do not need the amount of magnification and precision offered by a standard Assault Rifle scope in this role. What a SAW gunner really needs is a scope with a very slight magnification zoom that aids in firing at targets between 200-300 (maybe even up to 400) meters, but also allows for a wider of field of vision. The point of a SAW gunner is to have the ability to administer "sweeping fields of fire" and the "suppression effect" properly. Currently in PR most players do not use the "sweeping fields of fire" tactic, nor do they remotely rely on the "suppression effect" like a SAW gunner should be entitled to. This is because most players are straining to see the target at long ranges and they usually have the appearance of ironsights taking up 40-50% of their screen while aiming. Not good. Not good at all. Please don't think I'm being harsh on the new idea. I am fully aware on how limited SAW's are and how seldom used they've become in PR. They are dangerous, but a prone and stationary target in BF2 and PR usually spells "dead man" for the player using it. I'd like to see them used more, but not potentially become the next uber-lead-streaming-gun. I just feel that the role of SAW's are heading in the wrong direction. We're giving them range and accuracy as opposed to supporting the proper use of the suppression effect and the tactic on using sweeping fields of fire effectively. |
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Take the Blue Pill or take the Red Pill?
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| Tags |
| .86, hud, kits, limited, menu, patch, spawn |
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