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Old 2014-06-03, 18:59   #21
[FIN]TJ

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Default Re: Breacher Class Problems

Adding 4x scopes on breacher's primary loadout was unnecessary in my opinion.
Like Liam said.
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Old 2014-06-03, 22:26   #22
Brooklyn-Tech
Default Re: Breacher Class Problems

facepalm.jpg

removing grenades from the breacher is like removing the scope from the sniper.

Breacher by definition is a CQB kit designed to clear buildings.
Why the scope was added is beyond me.
Running around by yourself w/ a breacher being all 1337 and stuff killing fobs may be fun (I can attest to it as I do it myself) but it has nothing to do with the kit's designated role.

If the DEV's want to add a scope to a 1337 kit it should be the Combat Engi.
There is makes sense since that kit's designed role is to avoid contact up front as he is moving about the map alone (especially since it's a heavily limited kit). If adding a scope to the CE is not the route they want to go then I would honestly replace the big C4 w/ binoculars for two reasons:

- The CE needs a way of locating enemy movements so he could traverse the landscape in a manner which does not endanger him.

- There is no need for a big C4 in the game tbh. One small C4 stick is essentially all it takes to kill fobs and caches. I love running up to APC's w/ the CE and killing them w/ glitched C4's but I must admit that not only is it unrealistic but also detrimental to the gameplay. On CQB/woodland maps the CE is just as effective as the HAT kit, which isn't right.

[im saying to remove the big C4 because the CE has no more slots left to put the binoc's]

Adding a scope to a kit whose primary role are CQB fights and clearing buildings makes completely no sense. DEV's y u do dis??

I'm sorry DEV's if it seems that I'm hating but I honestly do not see ANY reasoning behind these changes...
Sorry about the OT about the CE, but at this point in PR the CE and breacher are hand in hand tbh (which they shouldn't be).

In other news: please bring back the iron sight C7 for Canada. It was WAAAAAYYYY better than that eotech crap.
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Last edited by Brooklyn-Tech; 2014-06-03 at 22:35..
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Old 2014-06-03, 22:41   #23
ComradeHX
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Default Re: Breacher Class Problems

Quote:
Originally Posted by Brooklyn-Tech View Post
facepalm.jpg

removing grenades from the breacher is like removing the scope from the sniper.
*facepalm*

For the last time; you have shotgun for cqb, and teammate for throwing grenades.
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Old 2014-06-03, 22:57   #24
LiamBai
PR Tournament Admin
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Default Re: Breacher Class Problems

I'm entirely with Brooklyn on this. Breacher needs nades, not optics.


Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
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Old 2014-06-03, 23:19   #25
ComradeHX
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Default Re: Breacher Class Problems

Quote:
Originally Posted by LiamBai View Post
I'm entirely with Brooklyn on this. Breacher needs nades, not optics.
So you want squad with scoped rifles covering for your ass in cqb while you go to toss nades; instead of you covering squad with shotgun while squad toss nades?
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Old 2014-06-04, 02:34   #26
Wheres_my_chili
Default Re: Breacher Class Problems

I may be mistaken, but aren't most real world soldier trained to use their rifle in combat rather than a shotgun?

Also, rifle is way better than a shotgun in a small room.
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Old 2014-06-04, 03:18   #27
ComradeHX
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Default Re: Breacher Class Problems

Quote:
Originally Posted by Wheres_my_chili View Post
I may be mistaken, but aren't most real world soldier trained to use their rifle in combat rather than a shotgun?

Also, rifle is way better than a shotgun in a small room.
These are "special" people.

Rifle way better than shotgun in small room? I guess people complained about "stopping power" of 5.56mm rounds because they have no idea what they are talking about.
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Old 2014-06-04, 11:33   #28
gamma_gandalph

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Default Re: Breacher Class Problems

It depends. If you have impeccable aim and good reflexes, the shotgun is better in a small room. If you lack either or even both, spray'n'pray is a lot more likely to get you out alive with a full auto rifle...
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Old 2014-06-04, 11:55   #29
Hurricane
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Default Re: Breacher Class Problems

I also think the breacher kit should have the red dot / iron sights versions of the factions assault rifle again. It worked pretty well and I don't see why everybody in a squad should have magnified optics.

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Old 2014-06-04, 13:13   #30
ComradeHX
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Default Re: Breacher Class Problems

Quote:
Originally Posted by gamma_gandalph View Post
It depends. If you have impeccable aim and good reflexes, the shotgun is better in a small room. If you lack either or even both, spray'n'pray is a lot more likely to get you out alive with a full auto rifle...
Some factions have semi-auto shotguns.
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