Russian Breacher Class
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Re: Russian Breacher Class
Yeah, about the RU breacher class, what does Russia use to open doors IRL? Breaching charges (I dunno)? Maybe he can get a breaching charge using the same small c4 model, with a detonator and a really small radius and damage just enough to blow up a door.
In-game: Cobra-PR
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Re: Russian Breacher Class
They are russian, they just shot the whole door down with AKs.
...or call a BTR-80A to tear apart the building itself
...or call a BTR-80A to tear apart the building itself
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Re: Russian Breacher Class
They just call artillery on the building.
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Re: Russian Breacher Class
You are completely missing the point. As for you mentioning that assets are useless against infantry now and how everyone used to go cowering in fear of them I suggest you play more, I find it to be the complete opposite. Assets are now what PR is run on.why not give all factions the same guns? gameplay over realism, right?
Not only are those Russian backup sights absolutely worthless, but this is based on the assumption that the US factions still aren't finished in that regard. They will have BUIS in the future was always my assumption.So back up iron sights and the ability to go full auto isnt imbalanced over no back ups and 3 round burts, but not having a shot gun for a gate is.
Some of you are pointing out that each faction varies in gameplay, that's great I love that about PR.
I'm not suggesting bringing back the shotgun necessarily but maintaining balance in the game, asymmetrical balance is good for the mod because it keeps things fresh, my complaint is about the kits lack of functionality over every other conventional faction. It is not balanced to simply remove things.
Give the RUS breacher more C4? Sure, why not.
Small breacher charges that work akin to incendiary grenades of previous versions perhaps? They would need to be coded to do zero damage to vehichles and firebases to remain balanced but would be great for taking out crates/doors.
A lot of unnecessary work though.
My point is there has to be something to boost the RUS breacher kit so that it remains balanced with other factions.
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Re: Russian Breacher Class
In that case, we need to add TOW and cannon to every APC which will fight against the BMP3 to balance it out..
In-game: Cobra-PR
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Re: Russian Breacher Class
I posted a LONG time ago that Russian Breacher needs 4 grenades if no shotgun.
That, or remove grenades from other breachers.
That, or remove grenades from other breachers.
Most IFV fighting BMP3 symmetrically do have ATGM.PatrickLA_CA wrote:In that case, we need to add TOW and cannon to every APC which will fight against the BMP3 to balance it out..
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- Joined: 2012-08-22 23:00
Re: Russian Breacher Class
and why does it need more nades??
people are complaining about not being able to blow up doors...
any rifleman kit can kill crates..
people are complaining about not being able to blow up doors...
any rifleman kit can kill crates..
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Re: Russian Breacher Class
Nades can kill crates and help in cqb.Brooklyn-Tech wrote:and why does it need more nades??
people are complaining about not being able to blow up doors...
any rifleman kit can kill crates..
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Re: Russian Breacher Class
C4 can kill crates as well.
Giving the Russian specialist more nades will make it more unbalanced from others than taking a shotgun away from him.
by the way, who even said it's the specialist's job to kill crates?? anyone could do that.
Giving the Russian specialist more nades will make it more unbalanced from others than taking a shotgun away from him.
by the way, who even said it's the specialist's job to kill crates?? anyone could do that.
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Re: Russian Breacher Class
C4 takes time to deploy and can't be thrown.Brooklyn-Tech wrote:C4 can kill crates as well.
Giving the Russian specialist more nades will make it more unbalanced from others than taking a shotgun away from him.
by the way, who even said it's the specialist's job to kill crates?? anyone could do that.
Grenades isn't overpowered by themselves. Having two more nades is good asymmetrical balance to shotgun.
If you get butthurt from 4 grenades, you have time to run away.
By the way no one only use grenades for killing crates.
Go kill a crate with only medic kit.
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Re: Russian Breacher Class
You can destroy crates with 60-90 5.56 rounds. The shotgun doesn't need to be part of the RUS breacher kit to make the kit usefull, did we all forget about the ROPE!? Can't get through, go over...
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Re: Russian Breacher Class
60-90 rounds is neither viable nor efficient.Murphy wrote:You can destroy crates with 60-90 5.56 rounds. The shotgun doesn't need to be part of the RUS breacher kit to make the kit usefull, did we all forget about the ROPE!? Can't get through, go over...
The kit is lacking something; it's about balance.
It's not like how all the 900rpm NATO guns are way more overpowered in cqb(with the current recoil system) than anything that shoots slower. And how Russian HAT kit has an effective range of 300m at most.
AK has lower recoil stat on-paper so it's easier to use at long range with semi-auto(and has BUIS even though the scope covers a lot of the screen), and RPG-7 with tandem warhead has 2 rounds for more close-range killing power.
^They almost made up for what would be blatant imbalance.
What does Russian Breacher get in-return for not having shotgun? Nothing.
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Re: Russian Breacher Class
Why do you HAVE to get something? what if some kits in some factions are not as good as others while other thing in the faction may balance it out (or not). This is Project Reality FFS, I thought people in this game knew how to deal with imperfect situations.ComradeHX wrote:60-90 rounds is neither viable nor efficient.
The kit is lacking something; it's about balance.
It's not like how all the 900rpm NATO guns are way more overpowered in cqb(with the current recoil system) than anything that shoots slower. And how Russian HAT kit has an effective range of 300m at most.
AK has lower recoil stat on-paper so it's easier to use at long range with semi-auto(and has BUIS even though the scope covers a lot of the screen), and RPG-7 with tandem warhead has 2 rounds for more close-range killing power.
^They almost made up for what would be blatant imbalance.
What does Russian Breacher get in-return for not having shotgun? Nothing.
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Re: Russian Breacher Class
If you ever learned to read; I'm sure I posted something about "balance."Brooklyn-Tech wrote:Why do you HAVE to get something? what if some kits in some factions are not as good as others while other thing in the faction may balance it out (or not). This is Project Reality FFS, I thought people in this game knew how to deal with imperfect situations.
In case you have not noticed; infantry for RusFed in-game is already underpowered unless it's against scopeless kits of IDF.
Ever heard of...INFANTRY Layer maps?
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Re: Russian Breacher Class
I play breacher all the time. No problems with the Russian one at all. Not being able to shotgun crates is not really a significant imbalance/disatvantage. Just pick up one of the kits that are always next to enemy crates and nade them. Job done.
I take an AK/G3/QBZ over an M4 anytime.
I take an AK/G3/QBZ over an M4 anytime.
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Re: Russian Breacher Class
Crate isn't the only use for shotgun just like how it's not the only use for grenade.Nate(GER) wrote:I play breacher all the time. No problems with the Russian one at all. Not being able to shotgun crates is not really a significant imbalance/disatvantage. Just pick up one of the kits that are always next to enemy crates and nade them. Job done.
I take an AK/G3/QBZ over an M4 anytime.
I actually DO take AK over M4 anytime; but that's because it's not easy mode and U.S. army voices are annoying(and not funny like the old British voices).
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Re: Russian Breacher Class
this.Nate(GER) wrote:I play breacher all the time. No problems with the Russian one at all. Not being able to shotgun crates is not really a significant imbalance/disatvantage. Just pick up one of the kits that are always next to enemy crates and nade them. Job done.
I take an AK/G3/QBZ over an M4 anytime.
people make problems out of the smallest things. if only they put in half the effort into thinking of ways to improve the insurgency gamemode for both sides or thinking of ways to improve teamwork in the game as a whole instead of trying to make their personal kits and guns better.
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Re: Russian Breacher Class
PR is a FPS; if you can't get smallest things correct then you already failed.Brooklyn-Tech wrote:this.
people make problems out of the smallest things. if only they put in half the effort into thinking of ways to improve the insurgency gamemode for both sides or thinking of ways to improve teamwork in the game as a whole instead of trying to make their personal kits and guns better.
Now stop bitching about your failure in denouncing the importance of balance.
This is the feedback section; downplaying your lack of need for balance does not make you seem a better player, it makes you seem like an idiot who only plays on the better side of the imbalance who does not want his advantage over other side taken away.
I made a thread about insurgency, in case you have not noticed.
Last edited by ComradeHX on 2014-08-14 15:44, edited 2 times in total.
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Re: Russian Breacher Class
If they don't use shotguns, it seems odd that they make them. Like the Saiga-12K, for instance. I think the Breacher class should use that.Brisk187 wrote:According to wikipedia(lol) shotguns aren't used by the Russian Ground Forces.
Though I have reason to believe that because the dev team is pretty knowledgable on modern military equipment, especially when it comes to the russians. If they removed the shotgun, wikipedia is probably right.