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Old 03-07-2011, 01:06 AM   #1
ShockUnitBlack

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Default Remove Or Update The Rifleman Anti-Personnel Kit

Title more-or-less explains the whole story here - the unfortunate truth is this kit has one use and one use only, defending tunnel complexes, and with all honesty I don't think that's a big enough reason to justify its being in the game.

For starters, if I'm going into battle (with the exception of the above scenario), I'm going to have my squad outfitted like this -

- Officer
- Medic
- Automatic Rifleman
- Grenadier
- Rifleman or Marksman
- Rifleman Specialist or LAT/HAT

That's 90% of infantry squad kit layouts right there, with no RAP kit in sight. The other 10% of infantry squads either have Combat Engineer kits, Sniper kits, or AA kits, all of which are going to be more useful overall than the RAP kit. In other words, the Rifleman Anti-Personnel kit serves only to give tunnel-defenders a way to annoy attacking squads' medics and have them use up their epipens reviving short-sighted comrades.

Note - this also happens to be one of only two kits in the game that is can't really be used offensively (the other being the Combat Engineer kit, which instead of two claymores and a tripflare - none of which can be moved once deployed - boasts C4, an AT mine, a wrench, and extra incendiary 'nades - in other words, a lot of useful stuff).

The options are, I think, as follows.

- Remove the RAP kit.
- Give the RAP's claymores to another kit.
- Give the RAP kit something fitting, such as an M32 'nade launcher or an RPG-7 tube with OG-7V anti-personnel rockets.

Debate away!

PS - I do realize there was a thread about this kit, except it was about making the claymores proximity-detonated.

"I Want To Spend The Rest Of My Life With You Tonight."
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Old 03-07-2011, 01:28 AM   #2
TheComedian

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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

I never see the RAP used properly. I have some success in skirmish and insurgency but most of the time its useless.
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Old 03-07-2011, 01:43 AM   #3
Redamare
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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

See the thing is we need some sort of BASE kit . . . Basic kit / weapon load out that can be upgrade from. if you take away the rifleman kit then there will be no point in specialist and requestable kits . . . it will revert back to VBF2 Standards and Co op standards . . . where you pick oh i want to be a Marksman / granadeer/assault Medic etc you get it? Update YES remove Hell no . . . updating iam not sure what could be changed except for amount of ammo but for now i think its good

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Old 03-07-2011, 01:46 AM   #4
Dev1200

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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

It's also used for destroying caches from 20m away, regardless of obstructions between it v_v

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Old 03-07-2011, 02:04 AM   #5
dtacs
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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

Make it a kit on the spawn screen. From what I know, Claymores are actually quite plentiful in infantry units, at least in Australian units. If players can see it right there and its not taken, they will take it leading to more people being experienced with the kit overall.

I find that the kit is very very useful, unfortunately I keep forgetting to give it to my squads as;

Officer
Medic
AR
Rifleman
Specialist
Marksman/Grenadier/LAT

Is a standard and effective loadout. Should we see 128 perfected, AP should become a standard kit for every infantry squad.
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Old 03-07-2011, 02:18 AM   #6
samogon100500

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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

AP kit pretty useless.Would be nice to remove claymores and put anti-infantry grenade launcher like RShG-2(RPG-26 with Fuel-Air Explosive(thermobaric) warhead) or RPG-7 with Frag or Fuel-Air explosive(thermobaric),for NATO forces - AT4 with HEDP round.Germany Pzf-3 with needed warhead.
RShG-2

TBG-7V - FAE round for RPG-7

OG-7V - FRAG round for RPG-7

AT4 LMAW - HEDP warhead.

Bunkerfaust 3(17mm RHA or 360mm brick wall + follow-through FRAG charge(c))

For china - PF98 with multi-purpose round,and removed no optics on their gun(It's same tube with HAT,left - MPR,Right - HEAT round.)

Agree with 3th choose.

And little video demonstration,how thats rounds work

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Last edited by samogon100500; 03-07-2011 at 02:53 AM..
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Old 03-07-2011, 06:42 AM   #7
Kain888
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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

I like it, but I agree it needs some tweaking. I disagree with removal tho, I use it in team far more often than Combat Engineer.

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Old 03-07-2011, 06:58 AM   #8
Zrix
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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

I think the AP kit would be more useful if you could actually pick up your claymores. That way you can quickly throw them down when your squad takes up position in a building, making an improvised ambush or something else, then bring them with you to the next objective.



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Old 03-07-2011, 08:24 AM   #9
AlexanderBond006
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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

Quote:
Originally Posted by Zrix View Post
I think the AP kit would be more useful if you could actually pick up your claymores. That way you can quickly throw them down when your squad takes up position in a building, making an improvised ambush or something else, then bring them with you to the next objective.
This sounds like a really good idea.
Minimal changes to the class but a huge boost in usability!

Alex
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Old 03-07-2011, 08:30 AM   #10
dtacs
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Default Re: Remove Or Update The Rifleman Anti-Personnel Kit

Is it possible to safely remove the wire, or 'defuse' it for future use?

There would need to be a separate slot for this 'pick up' tool in the kit unless it can be coded similar to the grapple hook.
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