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Old 04-29-2009, 02:26 PM   #131
Skodz
Default Re: [Hud] Limited kits on spawn menu

I really don't get why people complain so much, 1 medic/squad really work very good. If you was using more medic, you was doing something wrong in my opinion.
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Old 04-29-2009, 02:29 PM   #132
Skodz
Default Re: [Hud] Limited kits on spawn menu

About SAW, no big deal really... as a SL, I rarely have the reflex to use a saw gunner in my squad because its not that much useful... They must go prone in order to hit anything and they are the #1 target as soon as ennemies hear them... Having maximum 9 SAW gunner and scoped isn't gonna be a problem in my opinion. This weapon system is overrated.
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Old 04-29-2009, 02:33 PM   #133
Threedroogs
Supporting Member

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Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by Skodz View Post
About SAW, no big deal really... as a SL, I rarely have the reflex to use a saw gunner in my squad because its not that much useful... They must go prone in order to hit anything and they are the #1 target as soon as ennemies hear them... Having maximum 9 SAW gunner and scoped isn't gonna be a problem in my opinion. This weapon system is overrated.
an LMG in the right hands is one of the most devastating weapons on the battlefield. i am not the best at using that weapon but i play with a few guys who are.

i cant wait for the scoped version...

Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!


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Old 04-29-2009, 02:35 PM   #134
SocketMan

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Question Re: [Hud] Limited kits on spawn menu

Glad the right click is a feature,not a bug.Many new about it,many still don't
(wrong priorities while reading).

A good step forward with the 1 medic per squad,but you can still have a 6 man squad
with 2 (divide into 2 squads/fire teams and mumble+ts to run it)

What about the revives? Is there any chance of dying - when someone is shot and falls down? or can still be revived (unless .50 calibre +)
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Old 04-29-2009, 02:38 PM   #135
Skodz
Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by [R-TEC]SocketMan View Post

A good step forward with the 1 medic per squad,but you can still have a 6 man squad
with 2 (divide into 2 squads/fire teams and mumble+ts to run it)
But there can only be a maximum of 9 squad on each team.

Headshot should kill
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Old 04-29-2009, 03:21 PM   #136
Leeu
Banned

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Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by [R-MOD]crazyasian11 View Post
1 medic will be enough if you work as a squad.
Lets hope the "IED/shotgun/rifle/grenade to the head = infinite revive" bug is fixed along with the new limited medic kits.
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Old 04-29-2009, 03:48 PM   #137
[uBp]Irish

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Default Re: [Hud] Limited kits on spawn menu

if you look a couple pages back, the dev's said that...

In the next update, the Automatic Rifleman kit will be infinitely more useful. Changes will include......

Undeployed

* Deviation improved for CQB


Deployed

* Deviation settle time increased to eight seconds
* Can be fired from all stances
* 4x Zoom to simulate realistic effective range (this zoom will be on ironsights until 4x optics are added to all conventional MG's, which they will be)
http://www.realitymod.com/forum/f10-...tml#post991000
----

however, i swear i saw a post that said the AR will have both Ironsights (or just not zoomed in/better deviation) and scoped

Undeployed:

Ironsights (possibly ontop of the scope? or just better deviation, so you pretty much switch to undeployed and shoot for the middle of the screen)
Deviation improved for CQB
this makes it better in CQB, since you would just shoot where you think you'd hit.

Deployed:

Scoped (4x zoom)
Fired from all stances
Deviation increased
---------

thus, you have both ironsights and scope for the weapon, with both being used differently. however, like I said, i'm trying to find the post that said it might have both, or just the scope with better deviation.

that's for Lt. Mic/Warren wondering about ironsights/Scopes and the need for either or.


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Last edited by [R-MOD]Saobh; 04-29-2009 at 03:53 PM..
Old 04-29-2009, 04:20 PM   #138
SocketMan

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Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by Leeu View Post
Lets hope the "IED/shotgun/rifle/grenade to the head = infinite revive" bug is fixed along with the new limited medic kits.

It's not a bug it's a "feature":

http://www.realitymod.com/forum/f10-...hots-kill.html

444 people have voted whether they like it or not and 414 (93%) DO NOT
I have not heard anything that will remove that "feature" so the "bug"/"feature"
will stay, which is somewhat.... surprising.
I think a tank round to the head will still kill,but don't
quote me on that -I have no idea/clue.
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Old 04-29-2009, 04:32 PM   #139
Skodz
Default Re: [Hud] Limited kits on spawn menu

Wait, deployed will fire from any stance ? Standing up, crouching or prone ? Thats interesting but why using undeployed then ?
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Old 04-29-2009, 04:34 PM   #140
[R-DEV]fuzzhead
PR Developer
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Default Re: [Hud] Limited kits on spawn menu

Well Socketman, a chest wound MIGHT AS WELL kill you as well, seeing as how you wont be standing up and fighting after that.... please, lets not get into the headshot debate again, leave that for another thread....

The LMG might become a problem in that they will be more popular, but I think thats okay because atm these are prety undeseriable kits... however I think changes to the RP system would help alot with the large amounts of LMG kits wandering around and getting killed, but I dont think that will be addressed this patch.

LMG undeployed will have a"shouldered" and over the top of the weapon viewpoint, in the future backup ironsites might get modeled but this is the temp placeholder atm.


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