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Old 21st Oct 2001, 05:23 AM   #21
Trevor_Clim
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are soldiers or members of special commandos generally not allowed to select their weapons? the commander choose the weapons for his team, or?
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Old 21st Oct 2001, 02:27 PM   #22
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I don't have a problem with a Robar + SMG loadout. The robar is useless for close range. The problem right now is that the MP5 is the lightest SMG we have. When the MP5K, Mini-Uzi, and/or Remington are available, things should be more realistic.
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Old 21st Oct 2001, 02:35 PM   #23
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AR = ? I've been here a long time and I don't know what that means. Guessing Automatic Rifle. If so I agree.
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Old 21st Oct 2001, 02:38 PM   #24
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Assault Rifle.

Oh and BTW, that sniper in your pic is in DEEP sh!t with that lense flash!
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Old 21st Oct 2001, 03:24 PM   #25
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I think that you should be able to cary ONE(1) Primary Weapon, and ONE(1) Secondary Weapon.

Where the Primary would be a SIG, M16, MP5, Sniper, whatever.

And the Secondary would be a Pistol.

Then you could also cary some nades.

And no Granade Launchers.
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Old 21st Oct 2001, 03:25 PM   #26
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Heh, is that what that is? It looks like hes using a flashlight.
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Old 21st Oct 2001, 04:07 PM   #27
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One of the things that needs doing is MAKING people shoot the Robar correctly.

Firstly I'll say I've never fired a Robar, only the Barret but you can't shoot either weapon IMO standing, certainly not the Barret. Kneeling is very unstable and tiring.

The Big Sniper Rifles are fired from a prone position, usually with Bipod and rear monopod support. These guns kick like mules and are made bloody heavy to try and reduce this to an exceptable level.

Not sure how to do this though. I'm also beginning to think we need a second type of stamina for shooting, but thats another thread topic.
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Old 21st Oct 2001, 04:19 PM   #28
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Quote:
Originally posted by [DiE]x8668k
I think that you should be able to cary ONE(1) Primary Weapon, and ONE(1) Secondary Weapon.

Where the Primary would be a SIG, M16, MP5, Sniper, whatever.

And the Secondary would be a Pistol.

Then you could also cary some nades.

And no Granade Launchers.
That sounds like CS. And therefore Infiltration SHALL NOT do that, sayeth the Lord.
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Old 21st Oct 2001, 04:23 PM   #29
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I dont think that becouse CS has it, it is bad.
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Old 21st Oct 2001, 04:54 PM   #30
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I'm kidding, mostly.

At any rate, that's a fairly unrealistic way of doing it. Because IRL you can physically carry that many weapons, even the Robar...provided you don't try to move.

I want to ALLOW people to do these kinds of things...only they should have realistic disadvantages. Ergo, draw-time, movement, stamina and noise penalties, as well as prone-only shooting of the Robar due to its heavy recoil.
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Old 21st Oct 2001, 05:15 PM   #31
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sounds good enough.

Though hard to implement. I sure hope they wait until they have figured out a good way to implement it rather than just put it together and add it to INF.
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Old 21st Oct 2001, 05:54 PM   #32
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Please refer to my posting above. And once again I will re-state my thoughts on such matters: Just because you can, doesn't mean that you should. (....or that INF should allow it).
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Old 21st Oct 2001, 06:05 PM   #33
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My opinion:
speed up the stamina use while running, but also speed up the refill speed.
then make bulk affect the speed your stamina is restored.
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Old 21st Oct 2001, 06:21 PM   #34
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Prone only shooting of PSG and Robar, eh?
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Old 21st Oct 2001, 10:22 PM   #35
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No, just increase the recoil to make standing shots more inconvenient.

And I'd still like to see weapon collision for strapped guns.

If the technology gets better INF could incorporate a click-and-drag system where the player has to decide where each gun has to go on his body, and give penalties for badly arranged weapons as appropriate...
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Old 22nd Oct 2001, 07:12 AM   #36
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What about settimg a maximum bulk?
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Old 22nd Oct 2001, 07:36 AM   #37
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I think the system goes to extremes cause they planned for some more extreme weapons.
offhand, I can think of a few grenade launchers and sniper rifles that might push the bulk and expense levels someday.

theres alotta stuff it looks like they dident forsee happening. or at at least happening to the point of becomming a problem for gameplay.
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Old 22nd Oct 2001, 09:10 AM   #38
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Quote:
Originally posted by FiringAimlessly
And I'd still like to see weapon collision for strapped guns.
Ditto! I'd love to see those Robar guys try and get into doorways and tunnels with that huge gun towering over their heads! LOL

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Old 22nd Oct 2001, 09:29 AM   #39
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You can make it so the robar kicks thier view straight up, it won't solve anything
Its still a one hit kill - who cares about the kick?
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Old 22nd Oct 2001, 09:39 AM   #40
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Quote:
Originally posted by yurch
You can make it so the robar kicks thier view straight up, it won't solve anything
Its still a one hit kill - who cares about the kick?
Dumb question time:

Is it possible to introduce a recoil effect *before* the aimpoint is calculated? IE, just like IRL. Ideally, this effect would be minimized by stabilization. Just like IRL.

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