IRL a sniper would use his scope and would normally not carry a binoc around with him. Why use binocs if I can use my beloved scope... and the AOV can be quite large if you use a good scope.
Wouldn't scanning for targets be the spotter's job?
IRL a sniper would use his scope and would normally not carry a binoc around with him. Why use binocs if I can use my beloved scope... and the AOV can be quite large if you use a good scope.
spm1138 said:Wouldn't scanning for targets be the spotter's job?
Turin_Turambar said:To Beppo, Duke, Toad and Yurch: i´´m still want a binoculars mutator. Something realistic, of course.
TOAD said:The situation here is not how scopes ruin the gameplay on RTK, I'm sorry to say but it is partly the map's fault. When both sides know the enemy has snipers waiting to pop them, it's pretty much suicidal to attempt to retrieve the CD in day light condition in such an open area. One would have much better chance to retrieve the CD and get a way under cover of darkness... unless they have NVG scopes, in that case who ever is going for the CD is once again SOL
Edit: You guys want a realistic game, well this is a realistic problem (snipers and open area), some of you want to "solve" the problem by forcing no scopes... can't do that IRL. Why do we have snipers popping each other? Because maybe they don't really care about death... grab a Robar, kill 3 or 4... maybe get popped once... respawn and repeat.
{GD}NTKB said:I partially agree. Some ppl dont want to get popped but to most people its all about numbers (I learned matches where I get the most kills is usually the matches I lose for some reason). But I think its more than fair to force no scopes on a daylight map like RtK. Perhaps if the map was nighttime that would be a different story, but even then it would be easy with the way mappers do there lighting. Since most people use brightness 11 a mapper should make it almost pitch black so only faint outlines could be seen and flashlights used.
NeoLancer said:Is there a way to prevent players from using the brightness setting? Or is that hardcoded into UT? Would be a good idea to code that if it is possible, would put everyone on the same playing level in that sense. Also, RtK does need a nighttime variant.
Also, RtK would be interesting if the terrain was reversed...player spawning at the bottom of the hill and having to move up it...might create spawn camping probs, but with proper cover up the hill sides, could be fun.
I whole heartedly disagree. In theory, it would be nice to have, but in application it would be very detrimental to gameplay. It would be almost impossible to be able to prevent spawn camping with random spawns on RTK. If spawns were anywhere on the map besides where they currently are placed, you are open to sniper fire from almost any part of the map. Throw the spawns in a bunker you say? Again, the exit can be sniped from many parts of the map. Mostar's random spawns works so well because the layout of the map allows protection for each spawn. RTK does not have that luxury.{GD}NTKB said:RtK is one of those maps where the mapper messed up the most in one important aspect. Random spawns. It really needs it.
TOAD said:The situation here is not how scopes ruin the gameplay on RTK, I'm sorry to say but it is partly the map's fault. When both sides know the enemy has snipers waiting to pop them, it's pretty much suicidal to attempt to retrieve the CD in day light condition in such an open area. One would have much better chance to retrieve the CD and get a way under cover of darkness... unless they have NVG scopes, in that case who ever is going for the CD is once again SOL
Edit: You guys want a realistic game, well this is a realistic problem (snipers and open area), some of you want to "solve" the problem by forcing no scopes... can't do that IRL. Why do we have snipers popping each other? Because maybe they don't really care about death... grab a Robar, kill 3 or 4... maybe get popped once... respawn and repeat.
I agree with demo. Javelin's do kick assDemosthanese said:Eventually, they used a Javelin rocket to destroy
the building.
erehwoN said:I whole heartedly disagree. In theory, it would be nice to have, but in application it would be very detrimental to gameplay. It would be almost impossible to be able to prevent spawn camping with random spawns on RTK. If spawns were anywhere on the map besides where they currently are placed, you are open to sniper fire from almost any part of the map. Throw the spawns in a bunker you say? Again, the exit can be sniped from many parts of the map. Mostar's random spawns works so well because the layout of the map allows protection for each spawn. RTK does not have that luxury.
Demosthanese said:Which is more realistic?
A) Two squads of men carrying Robars and PSG-1 into a battle at ranges of 400 meters.
B) Two squads of men armed with assault rifles with occasional M203s and SAWs for support.
Did you see the footage of the battle at the port of umkhazaar(SP?) Dozens
of marines entrenched several hundred meters from a building that housed
Iraqi troops firing at our troops. They were firing M16s toward the building,
not the berret Sniper Rifles. Eventually, they used a Javalin rocket to destroy
the building.
Pick a mountain, and I'll give you a half dozen (at least) spots from which I can snipe that position. Here, I'll even help you.{GD}NTKB said:I disagree in that the mapper could have made the spawns behind mountains, so the party spawning would always be somewhat protected. Its up to the mapper to make sure this kind of thing does not occur.
erehwoN said:Pick a mountain, and I'll give you a half dozen (at least) spots from which I can snipe that position. Here, I'll even help you.
A and B are both realistic. If INF was a simulation of US armed force then B would be more realistic, but INF is not simulating any real world fighting organization is it?