Posted: 2007-07-24 15:00
Yes, marksman kit =/= sniper lite. People still seem to still think so and use it to that effect anyways no matter how much you complain...Expendable Grunt wrote:That is also how you don't use it...
Yes, marksman kit =/= sniper lite. People still seem to still think so and use it to that effect anyways no matter how much you complain...Expendable Grunt wrote:That is also how you don't use it...
Well you kinda have no choice when there's 12-14 people on the server, and my SLs orders was to defend the bridge and dam alternating.swiftdraw wrote:Yes, marksman kit =/= sniper lite. People still seem to still think so and use it to that effect anyways no matter how much you complain...
Actually, yes I was. Once the flag was capped, I asked if anyone could get the heavy AT Kit and take out the warrior.Leo wrote:So you were spawn camping?
IMO, that's only permissible if your keeping them down until a squaddie comes and blows the spawn point up, but from your description it doesn't sound like anything of the kind.
More or less, yeah. Ok, exception to DM =/= Sniper is when there is >20 people on (I think thats the minimum needed for the sniper kit.)OiSkout wrote:That, or you guys are calling snipers the newbs who grab a sniper rifle and sit in the same location until they get killed.
I'm not going to say you're wrong, because honestly, I agree with both sides of the department. My only question to you is the "proof." It doesn't necessarily have to be an actual situation that such occured. Theoretical shall do.swiftdraw wrote:Still, on a full 64 player server, or even a full 32 player, there is no excuse to grab a DM kit because someone else got the sniper kit. I'm strongly of the opinion that the DM is better supporting a squad than moving out as an individual sniper. DM is a squad based class that provides extra reach and better counter sniper support for the squad.
In an large open field, at distance, you're right that a DM couldn't touch a sniper. Best you could hope for is spotting him out and hope for something bigger (like a tank) to take the sniper out or drop arty on his head. But in an urban setting like Al Basrah, you're more capable to get into range of a roof top sniper (smoke and cover-fire are your friend!) and the sooner you shoot him, the better. Also, if you locate him, snipers are generally easy to flank in an urban setting as they are usually glued to looking at one choke point a good distance from them.OiSkout wrote:While I also shall note that a DM's rifle has a slightly longer reach (and at the same time shorter than a bolt-action rifle) than a scoped assault rifle, I am not convinced it is way more effective in a counter-sniper situation. This entails the necessary means of being closer to a sniper in which theoretically it should be hard. Also, riflemen have an increased shooting range proficiency.
I'm not entirely sure what you me by sending the DM aside, but circumstantial situations is what a DM does. To bring back the quote I placed earlier:OiSkout wrote:If anything, that slight bonus to zoom should not provide too much efficiency in comparison with your entire squad, except in circumstantial situations such as sending the DM aside(which he isn't so much of a DM anymore eh?).
The DM value becomes readily apparent to a squad when, for example, a SAW starts to open up from a second story window. With one shot the DM can suppress (cause you usually start bleeding pretty bad to a direct hit) or eliminate (headshot!) the MG emplacement, where a squad of assault rifles it might take 2-3 shots if they can get them in accurately enough.The marksman, however, operates as a regular member within a unit where his skills are called upon whenever the need for accurate shooting arises in the normal course of operations.
Yes, but there is a rule for this. Sticking with your squad means they have to shoot at more people than just focusing on little ol' you. Also this is where the DM shines, because while your squad is laying down suppressing fire you can accurately pick off the opposing squad. And lets assume that the opposing squad doesn't have a DM or sniper with them. You can now effectively out shoot their entire squad, unless they bring something heavy to bear like a 'nade launcher. Also moving individually away from the squad runs the risk of you getting in a very sticky situation. In a open field, you just popped up and started hauling out, this will probably single you out as the rest of you squad is prone and trying to shoot back. Even if you're moving prone, it'd take to long to get away from the squad and the fire fight will probably be over at that point. In an urban setting, you might find an enemy around that corner and with now assault rifle to support you at CQB, you're statistically toast.OiSkout wrote:Meaning if I hear a couple of pings at me and realize a squad is shooting at me(and I'm a sniper), I don't think I'll be hanging around there long. Hell, even if I was in a squad, I'd at least shift over 5m.
First I'd argue that the DM is suppose to hit the target with one or two shots, not get close with multiple roundsOiSkout wrote:At the same time, a DM is supposed to put multiple rounds that are accurate on target(doesn't necessitate a hit), while at the same time, a SAW can do the same detail [IN GAME](also note that I am going to withdraw from psychological warfare at this point, though it has a very strong point here).
OiSkout wrote:But then there are players who are masters of shooting and terrain and should not be fully limited and yelled at for acting in such a manner. This is why I also believe the MM kit has been reduced from 4 necessary players per squad to 3.
In a two to three man squad, yes I can understand that. As I said before, I'm fairly guilty of similar things myself in small squads. But I argue that a lone DM has a higher fatality rate than one in a 4-6 man squad. Though the squad might not be as sneaky as yourself, a well organized one can bring a lot more firepower to bear at variable ranges. The DM has a medium to long range and good against infantry, anything closer, further or bigger is going to end up toasting him.OiSkout wrote:But if I am in my two man squad and pick it up, I am going to use it more like a sniper because I will not only survive much longer, the enemy(and n00bs) will have a lesser chance to pickin it up.
Yea, that is true. But then again they're basically sharpshooters with sniper rifles on a roof hehe.swiftdraw wrote:In an large open field, at distance, you're right that a DM couldn't touch a sniper. Best you could hope for is spotting him out and hope for something bigger (like a tank) to take the sniper out or drop arty on his head. But in an urban setting like Al Basrah, you're more capable to get into range of a roof top sniper (smoke and cover-fire are your friend!) and the sooner you shoot him, the better. Also, if you locate him, snipers are generally easy to flank in an urban setting as they are usually glued to looking at one choke point a good distance from them.
Whoops, miscommunication there. Was kinda drunk when I wrote it up last night haha. I meant the rifleman has increased proficiency from last patch. Meaning in .5, the DM had a huge role, but now the rifleman can partially fill it in .6.Also, I really doubt the rifleman has better kill range than a DM kit.
As in not fully following your squad, but sending him to a location beneficial to your squad.I'm not entirely sure what you me by sending the DM aside, but circumstantial situations is what a DM does.
In a countersniper situation, yea, but thats why they run. In a multiple contact battle as you presented(next thing), that is what is true.Yes, but there is a rule for this. Sticking with your squad means they have to shoot at more people than just focusing on little ol' you.
The thing is people get too cocky with the DM rifle. They assume that it has much more superior zoom capabilities and accuracy, but there are many instances in which a DM doesn't do the pop in and out of cover because they assume they are far enough, and I have shot them or I myself have been in that position and shot. In the situation you stated, you have more reach, but it doesn't necessarily mean you can out shoot their squad.Also this is where the DM shines, because while your squad is laying down suppressing fire you can accurately pick off the opposing squad. And lets assume that the opposing squad doesn't have a DM or sniper with them. You can now effectively out shoot their entire squad, unless they bring something heavy to bear like a 'nade launcher.
I don't know if you are talking about when I said "hell, even if I was in a squad ..." but If you were, I mean if your squad was up against mine, and I heard bullets landing near me, I would definitely move, even though I had back up(thus boosting the idea to flee for a two man team).Also moving individually away from the squad runs the risk of you getting in a very sticky situation. In a open field, you just popped up and started hauling out, this will probably single you out as the rest of you squad is prone and trying to shoot back. Even if you're moving prone, it'd take to long to get away from the squad and the fire fight will probably be over at that point. In an urban setting, you might find an enemy around that corner and with now assault rifle to support you at CQB, you're statistically toast.
Well yea, I believe that also, but the DM is also supposed to be able to scare the shit out the enemy in a tighter(not closer, but deadlier) situation.First I'd argue that the DM is suppose to hit the target with one or two shots, not get close with multiple rounds
Yes, but I'm not talking about facing a DM. I'm talking about running into a line infantry squad and you require some suppression. You can either charge through it(utilizing the DM to take out targets), or fire and manuver.Second, you can still out range a SAW and the SAW has this nasty habit of spitting out a lot of tracer rounds, giving away it, and if they're around, it's squads position. Trust me on this, support gunner is usually my class of choice (that and L-AT) and DM's are nasty annoying in range combat.
My argument there isn't for the game, but it can be applied(as I have in the part you quoted). In such situations, I am going to say the three-man team(for ingame). I am never about the lone wolf idea, although it is do-able.But even being a 'master of shooting and terrain', you'd leave your squad out to dry, I doubt that would win you many friends. Personally, if I was a SL in a full 6 player squad (which I also hate doing) and someone took DM and just ran off with it, they'd be out of my squad in a hurry. Truthfully I'd rather have the DM cover us than to run off and play lone wolf. Now I'll give some leniency if there are only 3 people in the squad, because at that point I'm probably only Spec Ops trying to sabotage enemy assets and doing my own thing myself.
I can make the same argument for a good two-man team.but a organized 6 player squad can absolutely devastate un-organized opposition even if their team is just as erratic as the enemy.
Usually, most squads on a full server don't need the DM kit hehe. But thats pretty much on pub situations. If I could say so myself, I can effectively do more damage(read: stall/force infantry to go elsewhere) than a squad. It's a very big deterrence if you're trying to flank but you just keep getting picked off without the ability to fight back. Might as well charge straight into the jaws of the enemy. What I can't do is cap quickly. The only real time I believe that the DM is most useful to a squad is in maps such as Kashan(though armor seriously hurts you hard on it), or Jabal. OR in a more defense-oriented squad. Defensive role is where I believe a DM kit actually shines in a squad.Also, I'd like to argue that in a fuller server, you'd be taking away that DM kit from a squad who needs it more. Yes you may be in a 2 man squad and want to snipe, but some other squad trying to push up may need that resource to cover their advance and provide supporting fire. With squad to squad communication limited to only being able to rally through a comm (if you have one), you can't easily coordinate a freelance marksman to take out certain positions and as effectively cover a squad. So really, I find a DM much more suited to a squad based role.
Depends for me. In an forest/jungle location (such as Mao Valley in .5, haven't seen it in .6 yet) I'd swap out the DM for a support gunner as that tends to be more useful in CQB. Also 2 medic over 2 riflemen (so 2x medic, 1xExpendable Grunt wrote:IMO a 6 man "Infantry" squad should have the following in PR:
1x Officer
1x DM1x L-AT
2x Riflemen
1x Medic
Agreed. Make for easy pickings if they ain't careful!OiSkout wrote:Yea, that is true. But then again they're basically sharpshooters with sniper rifles on a roof hehe.
Ah, ok. I somewhat agree with this as the MEC scoped G3 kicks much *** in this area (though still not quite as good), and the British DM is basically a slightly supped up version of it's rifleman counterpart. Chinese and USMC, not so much. Especially USMC, but then I haven't played as them yet in .6 (insurgency soooo good!) But isn't their rifleman the only one with out a scope?Whoops, miscommunication there. Was kinda drunk when I wrote it up last night haha. I meant the rifleman has increased proficiency from last patch. Meaning in .5, the DM had a huge role, but now the rifleman can partially fill it in .6.
Ehhhh, not so much no. Maybe up to a roof, but I want him somewhere where I can easily recall him from and lend support if hell starts raining down on him.As in not fully following your squad, but sending him to a location beneficial to your squad.
What makes you think the sniper gets the chance to run? In my experience playing, multiple contact battle is the most offend occurred on a full 32+ server hence my example.In a countersniper situation, yea, but thats why they run. In a multiple contact battle as you presented(next thing), that is what is true.
Precisely why I prefer the DM with the squad so they don't end up in this situation.The thing is people get too cocky with the DM rifle. They assume that it has much more superior zoom capabilities and accuracy, but there are many instances in which a DM doesn't do the pop in and out of cover because they assume they are far enough, and I have shot them or I myself have been in that position and shot. In the situation you stated, you have more reach, but it doesn't necessarily mean you can out shoot their squad.
A 2 man group, yeah I can see your point on running. But as I stated before I really don't care what my squad does if I've less than 4 people in it. I'm such a bad SL...I don't know if you are talking about when I said "hell, even if I was in a squad ..." but If you were, I mean if your squad was up against mine, and I heard bullets landing near me, I would definitely move, even though I had back up(thus boosting the idea to flee for a two man team).
Killing people scares the shit out of them! Really, if it is indeed a tighter battle, its best not to miss. Also when bullets are popping off around you, how do you know which shots came from what gun? But yes, every time I here an M14 going off, I get a little spooked I'll give you that.Well yea, I believe that also, but the DM is also supposed to be able to scare the shit out the enemy in a tighter(not closer, but deadlier) situation.
Ah, see you brought up that the SAW plays a similar role in the squad (psychologically) as a DM. I was arguing more on tactics and how this isn't necessarily true when facing a squad with a SAW and you have a DM, not one on one. Evidently I went off on a bit of a tangent with my self example on going against a DM as a SAW gunner ops:Yes, but I'm not talking about facing a DM. I'm talking about running into a line infantry squad and you require some suppression. You can either charge through it(utilizing the DM to take out targets), or fire and manuver.
Won't make you a lot of friends in the squad, but yes. Then again, you could lone wolf any kit really. Hell, I've lone wolfed medic and engi a few times. Don't like it though, I feel to exposed.I am never about the lone wolf idea, although it is do-able.
Two man team can't take out armor or aircraft at rangeI can make the same argument for a good two-man team.
Oh, trust me, from experience I know other wise. A good DM with the squad has pulled our bacon out of the fire on more than one occasion.Usually, most squads on a full server don't need the DM kit hehe.
Personally, yes, your kill score will be higher, but in the bigger picture I can argue otherwise. In a full squad you don't stall or divert, you friggin' eliminate watch their tickets drop and move on. Or if its armor, you can stall/divert that too, which a lone marksman with or without a friend can't do. But in a 2 man situation, I can see your point.If I could say so myself, I can effectively do more damage(read: stall/force infantry to go elsewhere) than a squad.
It's a very big deterrence if you're trying to flank but you just keep getting picked off without the ability to fight back.