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#331 |
![]() Join Date: Apr 2007
Posts: 1,580
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Sounds like I'm gonna have to get used to the idea of playing kits other than medic. D:
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#332 |
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PR:BF2 Contributor
![]() Join Date: Jun 2008
Location: Queensland
Posts: 608
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This system is highly open to abuse now that I think about it. People could just make 3 man squads and 1/3 of the team would be LMG's. That would be stupid....
It should be limited to a squad with at least 5 people, no exceptions. |
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#333 |
![]() Join Date: Aug 2008
Location: The Dirty South, Adelaide
Posts: 1,564
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You can already do that now though
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#334 |
![]() Join Date: Mar 2007
Location: Bavaria
Posts: 97
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No, because as far as I know, the Automatic Rifleman-Kit is limitied to a certain number for in one team.
In 0.86 you can have on Automatic Rifleman/squad, no matter how many Kits are already in use, as long as you have 3 guys in your squad. So, I like the idea of limitting the kit to 5/6 man squads. |
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#335 | |
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Banned
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#336 | |
![]() Join Date: Jan 2009
Posts: 93
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Three problems: 1) squads with irresponsible SLs will suffer, 2) I can see overly-strict SLs kicking people for accidentally getting fragged (we all have our moments), and 3) the increased responsibility placed on the shoulders of player with the medic kit in particular may scare people away, so you may end up with no medics at all. Generally speaking though, limiting these two kits this seems both realistic and balances gameplay. In RL, medics are few in number in that they require higher-level medical training and as said before, LMGs are pricey--they are also slow to handle so not as versatile as assault rifles). And tactical gameplay suffers when half the guys on a squad are medics and just revive each other, albeit not as quickly as vanilla---thank God (how many times did I just keep fragging the same guy with his little noob medic buddy sprinting out and instantly reviving him to full health!). Or in the case of LMGs, I remember armies of them in vanilla because people could be sure of a kill at closer ranges....after diving to prone of course. | |
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#337 |
![]() Join Date: Jul 2008
Location: Puyallup, Washington
Posts: 15
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hmm...I'm positive someone' already said this somewhere, but what about having one rifleman/officer kit on the spawn menu and having the little arrows toggle between ironsights/optics?
(my guess is, you would have done that already in an earlier release, but it causes glitches somewhere within spawning...) |
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#338 |
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SL + Medic + LMG = squad lacking in sustainable firepower, eyes, staying power, and mobile fire power. LMG can't deploy in the open because he'll get shot, and if the medic runs to get him they'll both be shot, meaning the LMG is now dead. If the unit's on the move, they'll not be able to cover their advance well, or quickly. In CQC, they only have 2 effective members, as the moving spray is horrendous, and you are a frag magnet.
M. |
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#339 |
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Exactly. People arguing that there'll be some sort of spam are simply being ridiculous, because it's all about context. If you're trying to be a support team, then yes, it's possible to have a 3 man squad with an LMG. But then it's always been possible for that, and you're still limited to one sort of thing, and if you're flanked, you're F*cked.
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#340 | ||
![]() Join Date: Jan 2009
Posts: 93
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Quote:
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Btw, LMG is usually not in the open but rather in a hidden position overlooking a choke point or commonly used route (i.e. so he can wait for enemies to enter the area and then mow them down before they can react). This is the point to the 'deployed' option for LMGs--highly stable (i.e. low deviation/recoil) so finding a good spot where you can't be attacked from the side is essential. (Only a fool would be out in the open for a sustained period of time....with any kit type.) | ||
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| .86, hud, kits, limited, menu, patch, spawn |
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