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Old 09-08-2008, 12:07 AM   #1
waldo_ii
Default Officer kit flexability, solution to pistol overusage.

We already have a thread about how the officer's 9mm sidearm is being overused. I myself use the pistol, even for ranges of 30 meters, because it is fast and accurate, reloading is quick, and it doesn't take a year to bring up the sights.

The main reason, I think, of why the 9mm is being used so much more in .8 than in .756, is because officers are forced to use ACOGs. They have no choice. In close quarters, you simply do not have time to bring up the ACOG, and if you do, then your FOV is pathetic, and unless you are engaging at >80 meters, you do not see nearly enough. The only other options are to fire from the hip, which is inaccurate in all senses, or use the pistol.

The other classes either have a choice or have ironsights, which are great for close quarters and suppressing the enemy for the ACOG guys to kill. They don't have a problem.

SO, the problem is that the officer is forced to use the 9mm because he has no choice of sights. My solution is to give him options. Via kit request.

Already, we have a system in place where only squad leaders can request an officer kit off of the rally. So, my preposition is to give officers a choice at the kit request screen of "Officer - ACOG" and "Officer Ironsights." Thus, giving them a choice of getting either a long range kit or a CQB kit. All other squadmembers will not see this.

To keep people from abusing this by spawning as officer, then requesting the officer with Ironsights, we can have a system where if the officer spawned with the officer kit, then he cannot request an officer ironsights/ACOG kit from a rally or bunker. The officer must spawn as medic or engineer, then request his CQB officer kit.

Also, if the squad leader were to die and spawn back in, they shouldn't have to wait ten minutes like the other kits. Only maybe 2 or 3.


Also, make reload time shorter. Just cut out the tapping of the mag on the helmet, and it would be mucho bueno.
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Last edited by waldo_ii; 09-08-2008 at 12:16 AM..
Old 09-08-2008, 02:11 AM   #2
[R-DEV]Chuc
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Default Re: Officer kit flexability, solution to pistol overusage.

Wont be necessary come revisions to the animations, but thanks for your concern


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Old 09-08-2008, 05:44 AM   #3
Truism
Default Re: Officer kit flexability, solution to pistol overusage.

Wait, what animations will help this?

Because if optics rifleman can use his optics faster than other kits, that's not going to help with people misusing the officer class.
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Old 09-08-2008, 08:05 AM   #4
[R-DEV]Chuc
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Default Re: Officer kit flexability, solution to pistol overusage.

Well you're primary concern is that optics have been slowed to the point where the officer has no choice but to resort to either firing unsighted or using the pistol in CQB situation, at the moment we're not going to add more kits, and its likely that fine tuning the optic sight in animations will allow the rifle to be more effective in close quarters.


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Old 09-08-2008, 08:14 AM   #5
Truism
Default Re: Officer kit flexability, solution to pistol overusage.

Not my concern, the OP's concern. From my personal point of view, leaving optics sight in times longer than iron's sight ins is excellent from a gameplay perspective, particularly as Riflemen get to pick whether they want to specialise in closer engagements or longer ones, and Officers have a satisfactory fall back point anyway (not that it is their role to engage the enemy in CQB, if their squad is doing their job properly).

Regardless of that, Hail to the Devs and their Wisdom.
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Old 09-12-2008, 04:26 PM   #6
Zegel

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Default Re: Officer kit flexability, solution to pistol overusage.

I agree with Truism on both counts. The dichotomy between optics and iron-sighted riflemen max-effective ranges to engage a target is probably my favorite change in .8. Its not that the officer is crippled, or the ACOG rifleman is crippled.. You just have to play them differently, and thats what I love. A little bit of specialization and roles.
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Old 09-12-2008, 11:06 PM   #7
VipersGhost

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Default Re: Officer kit flexability, solution to pistol overusage.

I think the pistol accuracy could be adjusted. Pistols are terribly inaccurate weapons at anything other than CQB.

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Old 09-12-2008, 11:12 PM   #8
Waaah_Wah
Banned
Default Re: Officer kit flexability, solution to pistol overusage.

Yay! Lets mess up the pistol deviation aswell Lets make the officer kit completely useless in CQC.....
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Old 09-13-2008, 02:05 AM   #9
T.A.Sharps

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Default Re: Officer kit flexability, solution to pistol overusage.

Have either Zegel or Truism ever fired a rifle?

There is a reason people today use optics for close quarters, fast sight aquisition.

It would take longer to sight on a target with iron sights than one with an ACOG or Mark4 Red dot.

You have a gigantic reticle that you simply throw up to your eye, and you can see through with both eyes open, and shoot very accurately. Your bullet hits whatever is behind the red dot/chevron.

The EOTech is an even better red dot sight.

Iron sights need a little eye adjusting before you get a proper sight picture, and generally people need to use one eye to focus right. Which, again in real life, holding an eye shut for a long time causes a degradation in vision.

If anything, the iron sights, especially anything with a peep hole, needs the slower time the optics have now.


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Old 09-13-2008, 02:15 AM   #10
Solid Knight
Default Re: Officer kit flexability, solution to pistol overusage.

I was thinking the same thing as T.A. Sharps. Isn't the entire purpose of optical sights to improve target acquisition and sighting times? Why would it take longer to look through a big tube than it would to look through a tiny hole then line that hole up with a post?

Although a pretty neat--but most likely impossible--solution would be to have removable optics.
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