OpenSpades Idea Thread

OpenSpades is an open source alternative client for AoS Classic and beyond! Runs on Windows, Mac, and Linux. Created by yvt.
Compatible with AoS Classic.
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tungdil
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$oldierboy wrote:
I'd think more Primary weapons, a Secondary weapon slot (for things like pistols), and a utility slot (for med kits or ammo kits, they will require teamwork as a deuce can carry one at a time) and support weapons (like MGs and mortars) are a must, and maybe transport, in a form of a helicopter (which is already in the game mind you, well not in the game but I have seen a video of a helicopter in Ace of Spades 1.0 beta in a video from Ben). But that's it, I mean, I see no other useful features being added in forms of weapons, that's ofc my personal opinion and there might be more but for me, this is it. So realistically speaking these features will need to be added in another blocky game like Ace of Spades, as we cannot edit Ace of Spades 0.XX but this is, I think, possible in Open Spades (if it wasn't just an OpenGL client for Ace of Spades 0.xx), the problem would be time, money and coders/programmers and the knowledge of coding/programming which many of us lack and only a few of us have and are able to, so yeah, it would take a hell of alot of time for any of these things to be implemented, but I'd surely pay for this tbh, ofc I would prefer to buy it as an alpha/beta than a donation of some sort but I'd donate for Open Spades in it's current form, but again, a game would be very interesting to see.
we need os only server before.
Shaz wrote:
Having separate Openspades servers with the ability to extend the protocol, would be exactly what we need. Currently it's quite difficult to match up with people on OS when using OS. This would solve that.

I think it would breathe a lot of life back into this community. A hope for something new.
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tungdil wrote:
$oldierboy wrote:
I'd think more Primary weapons, a Secondary weapon slot (for things like pistols), and a utility slot (for med kits or ammo kits, they will require teamwork as a deuce can carry one at a time) and support weapons (like MGs and mortars) are a must, and maybe transport, in a form of a helicopter (which is already in the game mind you, well not in the game but I have seen a video of a helicopter in Ace of Spades 1.0 beta in a video from Ben). But that's it, I mean, I see no other useful features being added in forms of weapons, that's ofc my personal opinion and there might be more but for me, this is it. So realistically speaking these features will need to be added in another blocky game like Ace of Spades, as we cannot edit Ace of Spades 0.XX but this is, I think, possible in Open Spades (if it wasn't just an OpenGL client for Ace of Spades 0.xx), the problem would be time, money and coders/programmers and the knowledge of coding/programming which many of us lack and only a few of us have and are able to, so yeah, it would take a hell of alot of time for any of these things to be implemented, but I'd surely pay for this tbh, ofc I would prefer to buy it as an alpha/beta than a donation of some sort but I'd donate for Open Spades in it's current form, but again, a game would be very interesting to see.
we need os only server before.
Shaz wrote:
Having separate Openspades servers with the ability to extend the protocol, would be exactly what we need. Currently it's quite difficult to match up with people on OS when using OS. This would solve that.

I think it would breathe a lot of life back into this community. A hope for something new.
Yeah, thought about the Pyspades scripts on servers, but while I was a on zombie server.
CommieBuffalo
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$oldierboy wrote:
I'd think more Primary weapons, a Secondary weapon slot (for things like pistols), and a utility slot (for med kits or ammo kits, they will require teamwork as a deuce can carry one at a time) and support weapons (like MGs and mortars) are a must, and maybe transport, in a form of a helicopter (which is already in the game mind you, well not in the game but I have seen a video of a helicopter in Ace of Spades 1.0 beta in a video from Ben). But that's it, I mean, I see no other useful features being added in forms of weapons, that's ofc my personal opinion and there might be more but for me, this is it. So realistically speaking these features will need to be added in another blocky game like Ace of Spades, as we cannot edit Ace of Spades 0.XX but this is, I think, possible in Open Spades (if it wasn't just an OpenGL client for Ace of Spades 0.xx), the problem would be time, money and coders/programmers and the knowledge of coding/programming which many of us lack and only a few of us have and are able to, so yeah, it would take a hell of alot of time for any of these things to be implemented, but I'd surely pay for this tbh, ofc I would prefer to buy it as an alpha/beta than a donation of some sort but I'd donate for Open Spades in it's current form, but again, a game would be very interesting to see.
Those are some interesting ideas, but I think there should be some more refining. I think the utility slot and secondary slot should be a single one, so you either carry a pistol or an ammo pack or something. I don't see the point of adding tons of primary weapons just for the heck of it, and if a support weapon is chosen, the secondary slot is locked, so the guy is stuck ONLY with the mortar/MG.
I'm really divided about helicopters, as they could work very nicely in some maps but I think in the majority of them they would just be a pain in the ass.
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Take guncraft's helicopter for example, never was any good. Although, transportation would be nice & all but mounted weaponry on them isn't the best idea, think about the amount of shenanigans & collateral damage a troll could cause with missile mounted copters.
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I do veru much like the idea of vehicles but I don't think they should be able to do too much damage. Helicopters should only be fore transport and tanks should just shoot grenades, I think 20 in a clip? But even before we start talking about all of this we need to get OpenSpades only servers.
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CommieBuffalo wrote:
$oldierboy wrote:
I'd think more Primary weapons, a Secondary weapon slot (for things like pistols), and a utility slot (for med kits or ammo kits, they will require teamwork as a deuce can carry one at a time) and support weapons (like MGs and mortars) are a must, and maybe transport, in a form of a helicopter (which is already in the game mind you, well not in the game but I have seen a video of a helicopter in Ace of Spades 1.0 beta in a video from Ben). But that's it, I mean, I see no other useful features being added in forms of weapons, that's ofc my personal opinion and there might be more but for me, this is it. So realistically speaking these features will need to be added in another blocky game like Ace of Spades, as we cannot edit Ace of Spades 0.XX but this is, I think, possible in Open Spades (if it wasn't just an OpenGL client for Ace of Spades 0.xx), the problem would be time, money and coders/programmers and the knowledge of coding/programming which many of us lack and only a few of us have and are able to, so yeah, it would take a hell of alot of time for any of these things to be implemented, but I'd surely pay for this tbh, ofc I would prefer to buy it as an alpha/beta than a donation of some sort but I'd donate for Open Spades in it's current form, but again, a game would be very interesting to see.
Those are some interesting ideas, but I think there should be some more refining. I think the utility slot and secondary slot should be a single one, so you either carry a pistol or an ammo pack or something. I don't see the point of adding tons of primary weapons just for the heck of it, and if a support weapon is chosen, the secondary slot is locked, so the guy is stuck ONLY with the mortar/MG.
I'm really divided about helicopters, as they could work very nicely in some maps but I think in the majority of them they would just be a pain in the ass.
Ok, that might be an option for the ordinary deuce with a normal primary weapon, but the support weapons guy needs some sort of close ranged gun, like the pistol because the MG/LMG will be either mounted or deployable (bi-pod deployable) and they won't be able to fire if you're too close to them, I mean, the mortar won't be able to hit a target that's 5 feet before him and if you're flaking the MG it will have a fixed arc and can't reach you again. So I was asking myself, will the sniper rifle be counted as a support weapon of some sort or just a primary weapon? Oh and, will it be able to use normal iron sights like in Red Orchestra 2 or is that going to be too OP, or maybe just have a fixed limit on these weapons so the whole team won't hog them up. And I also think there should of a couple of sniper rifles, one that offers a more accurate and heavy shot when deployed (btw this sniper should be a bold-action one so it can balance it's damage and accuracy out with a slower firing rate and a fixed arc when deployed, bi-pod deployed that is), the other is a semi-auto with let's say, a 5 bullet clip and like, normal damage ( let's just say a scoped version of the normal semi or a little be nerfed normal semi because of it's scope), where as the deployed sniper will be a one shot to any where, except for the legs and arms maybe. As for the helicopter, some protection will be needed, or at least the helicopter will be with closed doors so the passangers inside can't get shot, but make the cockpit with a bit weaker armor so the pilots can be shot with a sniper rifle, but only a good marksman could get a headshot on them, like in BBC:Vietnam, or if the helicopter is so low to the ground that it can get grenaded. As for whenever the helicopter should have weapons, I think yes, I mean, I don't wanna drop into a hot LZ because my pilot is a dumb(fack), I prefer to have the LZ cleared first and I suggest there are 2 slots from which you can shoot out of the helicopter from, a gunner's seat with an MG and a secondary firing/shooting slot/seat next to the gunner seat, that is on both sides ofc, oh and make it exitable from both sides. But getting a heli and driving it to their base and camping there with the MGs seems a little too OP, since there aren't any real weapons that can knock it out so I think make the MGs like less effective at range and make the helicopter somehow more vulnerable when in the enemy's base or on ground, Idk, something to balance it out and make so it will be used as a transport and support vehicle and not a camping/OP one. One last thing, if you've watched We were soldiers (PLEASE NO POLITICAL DISCUSSIONS ABOUT VIETNAM) with the helicopter scenes, you'll know where I got the idea for all these suggestions for the helicopter. Oh and I think it should be either a Black hawk or a Huey but that's my personal opinion again, nothing offensive to other countries' helicopters, just making suggestions. But I'd make it the Huey if it was me who was making the game, and from that beta test video about AoS 1.0 Ben posted that I really think was a Huey, but anyways, it would add more to the Vietnam era feel of the game, I mean, M14 (the default semi rifle model of the game), it was in service in the beginning of the war when it was replaced with the M16, but many soldiers continued to use it and the MG should probably be the M60 because again, it would fit the Vietnam Era, also the M60 Mortar for the mortar model (it really looks like every other heavy/medium mortar of that time).
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$oldierboy wrote:
CommieBuffalo wrote:
$oldierboy wrote:
I'd think more Primary weapons, a Secondary weapon slot (for things like pistols), and a utility slot (for med kits or ammo kits, they will require teamwork as a deuce can carry one at a time) and support weapons (like MGs and mortars) are a must, and maybe transport, in a form of a helicopter (which is already in the game mind you, well not in the game but I have seen a video of a helicopter in Ace of Spades 1.0 beta in a video from Ben). But that's it, I mean, I see no other useful features being added in forms of weapons, that's ofc my personal opinion and there might be more but for me, this is it. So realistically speaking these features will need to be added in another blocky game like Ace of Spades, as we cannot edit Ace of Spades 0.XX but this is, I think, possible in Open Spades (if it wasn't just an OpenGL client for Ace of Spades 0.xx), the problem would be time, money and coders/programmers and the knowledge of coding/programming which many of us lack and only a few of us have and are able to, so yeah, it would take a hell of alot of time for any of these things to be implemented, but I'd surely pay for this tbh, ofc I would prefer to buy it as an alpha/beta than a donation of some sort but I'd donate for Open Spades in it's current form, but again, a game would be very interesting to see.
Those are some interesting ideas, but I think there should be some more refining. I think the utility slot and secondary slot should be a single one, so you either carry a pistol or an ammo pack or something. I don't see the point of adding tons of primary weapons just for the heck of it, and if a support weapon is chosen, the secondary slot is locked, so the guy is stuck ONLY with the mortar/MG.
I'm really divided about helicopters, as they could work very nicely in some maps but I think in the majority of them they would just be a pain in the ass.
Ok, that might be an option for the ordinary deuce with a normal primary weapon, but the support weapons guy needs some sort of close ranged gun, like the pistol because the MG/LMG will be either mounted or deployable (bi-pod deployable) and they won't be able to fire if you're too close to them, I mean, the mortar won't be able to hit a target that's 5 feet before him and if you're flaking the MG it will have a fixed arc and can't reach you again. So I was asking myself, will the sniper rifle be counted as a support weapon of some sort or just a primary weapon? Oh and, will it be able to use normal iron sights like in Red Orchestra 2 or is that going to be too OP, or maybe just have a fixed limit on these weapons so the whole team won't hog them up. And I also think there should of a couple of sniper rifles, one that offers a more accurate and heavy shot when deployed (btw this sniper should be a bold-action one so it can balance it's damage and accuracy out with a slower firing rate and a fixed arc when deployed, bi-pod deployed that is), the other is a semi-auto with let's say, a 5 bullet clip and like, normal damage ( let's just say a scoped version of the normal semi or a little be nerfed normal semi because of it's scope), where as the deployed sniper will be a one shot to any where, except for the legs and arms maybe. As for the helicopter, some protection will be needed, or at least the helicopter will be with closed doors so the passangers inside can't get shot, but make the cockpit with a bit weaker armor so the pilots can be shot with a sniper rifle, but only a good marksman could get a headshot on them, like in BBC:Vietnam, or if the helicopter is so low to the ground that it can get grenaded. As for whenever the helicopter should have weapons, I think yes, I mean, I don't wanna drop into a hot LZ because my pilot is a dumb(fack), I prefer to have the LZ cleared first and I suggest there are 2 slots from which you can shoot out of the helicopter from, a gunner's seat with an MG and a secondary firing/shooting slot/seat next to the gunner seat, that is on both sides ofc, oh and make it exitable from both sides. But getting a heli and driving it to their base and camping there with the MGs seems a little too OP, since there aren't any real weapons that can knock it out so I think make the MGs like less effective at range and make the helicopter somehow more vulnerable when in the enemy's base or on ground, Idk, something to balance it out and make so it will be used as a transport and support vehicle and not a camping/OP one. One last thing, if you've watched We were soldiers (PLEASE NO POLITICAL DISCUSSIONS ABOUT VIETNAM) with the helicopter scenes, you'll know where I got the idea for all these suggestions for the helicopter. Oh and I think it should be either a Black hawk or a Huey but that's my personal opinion again, nothing offensive to other countries' helicopters, just making suggestions. But I'd make it the Huey if it was me who was making the game, and from that beta test video about AoS 1.0 Ben posted that I really think was a Huey, but anyways, it would add more to the Vietnam era feel of the game, I mean, M14 (the default semi rifle model of the game), it was in service in the beginning of the war when it was replaced with the M16, but many soldiers continued to use it and the MG should probably be the M60 because again, it would fit the Vietnam Era, also the M60 Mortar for the mortar model (it really looks like every other heavy/medium mortar of that time).
First off: Learn to use paragraphes. Seriously, my eyes are hurting trying to read this.
Now, to your points:
No, I don't think the machinegunner should have any sort of secondary weapon. That would encourage lone-wolfing. The MG is supposed to be a support weapon, not a get-m4d-killz-with-diz weapon. Tag along other soldiers that provide you with protection from close-range enemies and you give them medium-range fire support from the monted weapon. Same goes for a rocket launcher or mortar of sorts: You are there to destroy choppers or to provide long-range support from cover, not for going around killing everyone.
Sniper rifle, however, should be a primary weapon, IMO, but without ironsights, please. And don't go adding a shitload of slightly different stuff just because, one sniper rifle will suffice.
IMO, the chopper should not have a mounted weapon, instead it should have open sides from where the infantry can shoot from.
And how about making it so the chopper can't be repaired any way whatsoever, or only in a special helipad in the spawn? That'd make survival a pretty big part of it.
And, well, the model would probably be able to be changed, so which one is actually in-game doesn't make much of a difference. For internal consistence with the other default weaponry, though, the Huey should be the best choice.
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CommieBuffalo wrote:
First off: Learn to use paragraphes. Seriously, my eyes are hurting trying to read this.
Now, to your points:
No, I don't think the machinegunner should have any sort of secondary weapon. That would encourage lone-wolfing. The MG is supposed to be a support weapon, not a get-m4d-killz-with-diz weapon. Tag along other soldiers that provide you with protection from close-range enemies and you give them medium-range fire support from the monted weapon. Same goes for a rocket launcher or mortar of sorts: You are there to destroy choppers or to provide long-range support from cover, not for going around killing everyone.
Sniper rifle, however, should be a primary weapon, IMO, but without ironsights, please. And don't go adding a shitload of slightly different stuff just because, one sniper rifle will suffice.
IMO, the chopper should not have a mounted weapon, instead it should have open sides from where the infantry can shoot from.
And how about making it so the chopper can't be repaired any way whatsoever, or only in a special helipad in the spawn? That'd make survival a pretty big part of it.
And, well, the model would probably be able to be changed, so which one is actually in-game doesn't make much of a difference. For internal consistence with the other default weaponry, though, the Huey should be the best choice.
Dude, whatever you think of, to prevent lone wolfing, to prevent camping/spawn camping, to prevent it from being OP, some other smarter asshole than you will find a gap and abuse it, it's just a matter of time, like Jagex's "unhackable" game. But I strongly suggest that the support weapon guys have a pistol because I don't know in what kind of (re)tarded team I'm going to be in and what if half of the team is lone wolfing? So, the MG should have a bi-pod to be deployable on a single block and should have a firing arc of 90°, you can tear it down and move it just like a normal infantry support LMG, it will have rifle damage, high firing rate but it's accuracy will be lower than the SMG's or that of the SMG's, it will encourage ducking and laying low so it will be used as a supressive weapon, while not-deployed it will have high recoil, like very high, you will be able to fire like 2 or 3 shots onto the center before the weapon goes nuts into the air and those shots will be very inaccurate, but this must be fixed if there is no pistol so the weapon is not so useless in close combat, and no I don't mean running like rambo with it I mean if nobody is watching the flanks or the back and someone jumps on me and I see him but I don't have a pistol, I should be at least able to bring him down to 50 hp so somebody else can finish him off.
So about the rocket launcher and mortar, I think the rocket launcher should like use a grenade as a projectile but increase the range it will be effective and maybe the RL's rocket/projectile/grenade will have a damage bonus to vehicles/helicopters.
So the mortar, um, it will fire grenades again and will have bigger range and will come from above (in an arc), thus meaning you will be able to hit infantry behind walls and such (duh).
Yeah, overall you're right about the support weapons but the team doesn't only need support it also needs the core of it's infantry being good, a team cannot consist of only good support or only good core infantry.
As for the sniper, ok so no ironsights, primary weapon, but it must be deployable, let's just say it's a scoped semi-rifle with higher recoil (thus meaning it must be deployed to fire with semi's accuracy) and more damage, as I already said one shot to anywhere else except for limbs, they'll do like 50 hp of damage (?).
Helicopter, ok so no mounted MGs, infantry can fire out of it and is vulnerable but only a sniper can break the cockpit's glass and the helicopter must have some armor so it will take some amount of small arms fire to take it out but yeah, we shouldn't be able to repair it if you ask me, and like we'll have to wait 5,10 or 15 minutes for it to spawn another one, the heli spawn will be near the HQ tent and yeah ok, let's add a heli-pad. And the models, yeah the default will be Vietnam styled features as we suggested but they can be changed to whatever the user/player wants.
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Oh, then you suggest we put a free hack download in the front page so everyone has the same hack, is that so? That's a fucking bullshit logic. Just because someone is going to be able to circumvent it, doesn't mean we have to give up completely.
I disagree about the sniper being a one-hit-kill on the torso, specially if it is semi-auto. Make it with 75 damage to torso, 60 to limbs and OHK on head. I'm also heavily against a free-firing MG.
Again, of course a team can't be made just of support and main infantry players, it has to be a mix of both, exactly the point I'm trying to make. Support troops are supposed to support infantry, not go around fucking shit up on their own. Tag along with your team or fuck off.
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CommieBuffalo wrote:
Oh, then you suggest we put a free hack download in the front page so everyone has the same hack, is that so? That's a fucking bullshit logic. Just because someone is going to be able to circumvent it, doesn't mean we have to give up completely.
I disagree about the sniper being a one-hit-kill on the torso, specially if it is semi-auto. Make it with 75 damage to torso, 60 to limbs and OHK on head. I'm also heavily against a free-firing MG.
Again, of course a team can't be made just of support and main infantry players, it has to be a mix of both, exactly the point I'm trying to make. Support troops are supposed to support infantry, not go around fucking shit up on their own. Tag along with your team or fuck off.
I will not argue with you, all I'm saying that the support weapon guys should have a side arm for close ranged combat if they're deep behind friendly lines far from all the fighting and somebody flanks them or the core infantry is not doing it's job, the other thing I'm saying is that it will only take time for somebody to find a gap in the system and abuse it, that's it, I did not say do nothing, or give them a free hack, I'm just saying the facts.
The Sniper should be balanced but it's a heavy hitting very long ranged weapon and there are 3 options for the sniper be balanced, it either should be a scoped semi, a bolt-action heavy hitting (50. cal) sniper rifle that can be deployed just like the MG with a bi-pod on a single block and has an arc of 90 degrees for semi's accuracy or a semi sniper rifle that deals a bit more damage than the semi and has a 5 round clip and a bit more ammo like around 100-150 ammo or something like it, and further more that's why I'm also suggesting there are OPTIONS in game from which you can choose, if one variant suits you it doesn't mean it suits me as well but I guess the best option to choose is the default semi with scope. So dafuq does a free-fire MG mean? You mean the accuracy for it when not deployed? Well, as I already said either a pistol or a bit less recoil when not deployed, if you're talking about that.
And no not tag alone or fuck off, it's a team game not a being an unsupporting your team kinda asshole game, you cover my back I cover your's.
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I will not argue with you, all I'm saying that the support weapon guys should have a side arm for close ranged combat if they're deep behind friendly lines far from all the fighting and somebody flanks them or the core infantry is not doing it's job, the other thing I'm saying is that it will only take time for somebody to find a gap in the system and abuse it, that's it, I did not say do nothing, or give them a free hack, I'm just saying the facts.
And I'm saying what the heck are you doing deep behind friendly or enemy lines alone? You're a support player, the whole point of adding it is that you don't work alone.
The Sniper should be balanced but it's a heavy hitting very long ranged weapon and there are 3 options for the sniper be balanced, it either should be a scoped semi, a bolt-action heavy hitting (50. cal) sniper rifle that can be deployed just like the MG with a bi-pod on a single block and has an arc of 90 degrees for semi's accuracy or a semi sniper rifle that deals a bit more damage than the semi and has a 5 round clip and a bit more ammo like around 100-150 ammo or something like it
I'm more inclined towards the third one, but with less reserve ammo. 100 rounds is just an insane reserve.
and further more that's why I'm also suggesting there are OPTIONS in game from which you can choose, if one variant suits you it doesn't mean it suits me as well but I guess the best option to choose is the default semi with scope
The problem is when those options are all too similar to make a difference, like adding two sniper rifles where the only difference is a small change in accuracy, rate of fire and magazine capacity.
So dafuq does a free-fire MG mean? You mean the accuracy for it when not deployed? Well, as I already said either a pistol or a bit less recoil when not deployed, if you're talking about that.
I meant being able to fire at all without being deployed/aiming down sights.
And no not tag alone or fuck off, it's a team game not a being an unsupporting your team kinda asshole game, you cover my back I cover your's.
Read what I fucking wrote again:
CommieBuffalo wrote:
Tag along with your team or fuck off.
CommieBuffalo wrote:
Tag along with your team or fuck off.
CommieBuffalo wrote:
Tag along with your team or fuck off.
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What I am doing behind our front lines? Well, I'm running to there, I'm defending a tunnel entrance, I'm fighting enemies who are behind our lines, I'm still firing at the enemy, need I list more?

Ok then, the semi atm has 50, let's say 70 or 80?

Hey, it makes a difference to me, if I'm not such a great shot (slower reflexes, etc...) I'd go for the semi because I can kill him fast with the 2nd or 3rd shot if I miss my 1st or 2nd one, if I want to take out my target first chance, the 50. cal, if I want to lay low and give very long range accurate fire without needing to run back to the base every so often the 3rd one and so forth.

Again, I can be running to the frontline all alone and I could meet an enemy till I get there, what do I do? Or, I'm running on the right side of the the frontline, a flanking enemy is there and he is in close range, again, what do I do? I can give you alot of examples of situations but nothing more will prove that the support weapon guys needs a close ranged weapon more than combat, mortars can't be with the rest of the infantry, ofc they'll back providing cover fire but the enemy can still get to them, by tunnels, by flanking, by helicopters, taking out the mortarman with a sniper and so on, ofc the last one is not an example for close range but whatever.

And again, I AM NO GOOD TO THE TEAM IF I AM GETTING KILLED CONSTANTLY BECAUSE OF THEIR LACK OF COVERING ME, or at least getting killed constantly at close range and again, somebody might have made a tunnel behind us and I might notice him, somebody might be flanking us, somebody might be a smartass and come at us with a heli and drop off the infantry near us, rendering me useless because I am useless at close range.
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if the enemy managed to push behind your lines
i'm pretty sure your lines shouldn't be where they are at that moment, but where the enemy is.
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If you need to take someone out at close range because he keeps tunneling towards you and there is no one willing to help you, then change your fucking weapon and become Infantry until you can get him to stop. This is the same sense of entitlement I see in attack chopper pilots in Battlelog when there is a small nerf that means they are not a flying supertank anymore, and the fact that it isn't even implemented yet just makes the situation weirder.

If you don't have good aim to the point where you need to spam the weapon to be sure you get the kill, I'm not sure you're supposed to pick up a sniper rifle.
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CommieBuffalo wrote:
If you need to take someone out at close range because he keeps tunneling towards you and there is no one willing to help you, then change your fucking weapon and become Infantry until you can get him to stop. This is the same sense of entitlement I see in attack chopper pilots in Battlelog when there is a small nerf that means they are not a flying supertank anymore, and the fact that it isn't even implemented yet just makes the situation weirder.

If you don't have good aim to the point where you need to spam the weapon to be sure you get the kill, I'm not sure you're supposed to pick up a sniper rifle.
And if I had a pistol so I wouldn't be so useless at close range and could still do my job even if the enemy comes from the sides or from my back?

And yeah I knew you were going to say that, but my point still stands, different people have different suits, you can't make them use it, not everybody "adapts".

Further more, we're talking bullshit and arguing for bullshit here, let's test it out in game first, then we'll talk about balance and what not, so until these things are not implemented in the game we have no right to say what is right and what is wrong, we're only taking little guesses here at what the gameplay is going to be with these features, nothing more.
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