Page 2 of 5
Re: Russian Breacher Class
Posted: 2014-08-10 16:04
by PatrickLA_CA
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.
Re: Russian Breacher Class
Posted: 2014-08-10 16:34
by Death!
They are russian, they just shot the whole door down with AKs.
...or call a BTR-80A to tear apart the building itself
Re: Russian Breacher Class
Posted: 2014-08-10 18:18
by StevePl4y5
They just call artillery on the building.
Re: Russian Breacher Class
Posted: 2014-08-10 23:30
by Kingy
why not give all factions the same guns? gameplay over realism, right?
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.
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.
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.
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.
Posted: 2014-08-13 10:06
by ElshanF
Well when in CQB combat automatically the Russian Breachers are disadvantaged without the shotguns compared to other factions, why not just add it back because it balances it out in my opinion. Whenever I take breacher the shotgun is always handy
Re: Russian Breacher Class
Posted: 2014-08-13 11:17
by PatrickLA_CA
In that case, we need to add TOW and cannon to every APC which will fight against the BMP3 to balance it out..
Re: Russian Breacher Class
Posted: 2014-08-13 11:42
by ComradeHX
I posted a LONG time ago that Russian Breacher needs 4 grenades if no shotgun.
That, or remove grenades from other breachers.
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..
Most IFV fighting BMP3 symmetrically do have ATGM.
Re: Russian Breacher Class
Posted: 2014-08-13 14:01
by Brooklyn-Tech
and why does it need more nades??
people are complaining about not being able to blow up doors...
any rifleman kit can kill crates..
Re: Russian Breacher Class
Posted: 2014-08-13 14:10
by ComradeHX
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..
Nades can kill crates and help in cqb.
Re: Russian Breacher Class
Posted: 2014-08-13 15:50
by Brooklyn-Tech
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.
Re: Russian Breacher Class
Posted: 2014-08-13 16:54
by ComradeHX
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.
C4 takes time to deploy and can't be thrown.
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.
Re: Russian Breacher Class
Posted: 2014-08-13 19:06
by Murphy
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...
Re: Russian Breacher Class
Posted: 2014-08-14 01:17
by ComradeHX
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...
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.
Re: Russian Breacher Class
Posted: 2014-08-14 10:04
by Brooklyn-Tech
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.
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.
Re: Russian Breacher Class
Posted: 2014-08-14 10:24
by ComradeHX
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.
If you ever learned to read; I'm sure I posted something about "balance."
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?
Re: Russian Breacher Class
Posted: 2014-08-14 12:21
by Nate.
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.
Re: Russian Breacher Class
Posted: 2014-08-14 12:26
by ComradeHX
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.
Crate isn't the only use for shotgun just like how it's not the only use for grenade.
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).
Re: Russian Breacher Class
Posted: 2014-08-14 13:20
by Brooklyn-Tech
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.
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.
Re: Russian Breacher Class
Posted: 2014-08-14 15:36
by ComradeHX
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.
PR is a FPS; if you can't get smallest things correct then you already failed.
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.
Re: Russian Breacher Class
Posted: 2014-08-18 15:39
by Markunator
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.
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.