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Chavez Menendez

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    btodac

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  1. Challange is fine, deaths breaking up the flow of the game leading to endless helicopter trips from base only to arrive and find that whatever was going on has finished is boring... Revives help avoid this and also they promote squad play.
  2. One mans immersion is another mans boredom. If you don't balance realism with the fact that it is game, and therefore supposed to be fun, you make the experience worse overall.
  3. Although there is a lot to commend in the I&A 3 mission I am finding the implementation of injuries a little poor. Quite often I have played as a medic and had lots of fun throwing smokes, dragging wounded to cover and reviving the fallen. It makes for an interesting class to play as your main purpose is to keep yourself alive so you can revive others. In squads the medic was essential to keeping the squad together as a mission progressed as there was no way for respawned soldiers to get back to their group in any reasonable time frame. Medics were all about revives and they made the game a bit more fun for their squad mates as well as having an interesting game to play for themselves (which did not involve shooting lots of enemies!). However, the I&A 3 mission has introduced fatal (ie. non-reviveable) injuries. In fact, playing as medic for several hours provided me with only one revive! This has turned the medic from a high vaue team player to, well, just another rifleman. I think the value of the medic role has been reduced to nothing by these changes, as long as your squadmates carry a couple of FAKs and regularly take more from fallen soldiers, there seems to be no point in having a medic. Is this alterable and would you change it? Fewer outright deaths might work (if possible) or just return to the old 'everyone can be revived' situation as this would return the medic his purpose. Cheers. CM
  4. Although there is a lot to commend in the I&A 3 mission I am finding the implementation of injuries a little poor. Quite often I have played as a medic and had lots of fun throwing smokes, dragging wounded to cover and reviving the fallen. It makes for an interesting class to play as your main purpose is to keep yourself alive so you can revive others. In squads the medic was essential to keeping the squad together as a mission progressed as there was no way for respawned soldiers to get back to their group in any reasonable time frame. Medics were all about revives and they made the game a bit more fun for their squad mates as well as having an interesting game to play for themselves (which did not involve shooting lots of enemies!). However, the I&A 3 mission has introduced fatal (ie. non-reviveable) injuries. In fact, playing as medic for several hours provided me with only one revive! This has turned the medic from a high vaue team player to, well, just another rifleman. I think the value of the medic role has been reduced to nothing by these changes, as long as your squadmates carry a couple of FAKs and regularly take more from fallen soldiers, there seems to be no point in having a medic. Is this alterable and would you change it? Fewer outright deaths might work (if possible) or just return to the old 'everyone can be revived' situation as this would return the medic his purpose. Cheers. CM
  5. I don't find it to be a good marksmen rifle as I don't feel it has the range. I think any rifle should be ok up to 600m. The way it changes my playstyle is by allowing me to sacrifice very close range ability for medium range stopping power. I would suggest that what you can do with this weapon is dependent on what scope you stick on it, I find an RCO limits your range.
  6. Okay my argument is that the Mk18 is not a very good marksmen rifle but it allows ordinary infantry more playstyles without infringing on the marksman role.
  7. Sorry I'm talking about ARMA and using the names given to the weapons in the game and I don't really care about what they are called in the real world as I only want to play computer games. The Mk14 (in the game) handles differently to the Mk18 and that was the point I was making. I hope this makes my arguments clearer for you.
  8. The Mk14 is a different beast, the Mk18 is effectively a carbine and lacks the range. I don't see those who can use it taking it over DMR, MXM etc. As I say, I'm all for role fulfilment but to deny this weapon to soldiers is to make it superflous to the game but to make it more broadly accessible does not detract from the marksman/sniper role (marksmen may not be snipers but if you can access the same gear it makes no difference).
  9. I disagree, it is an assault rifle that fires a 7.62mm, not a DMR. If you can take a sniper rifle or a DMR you wouldn't take a Mk18, you would be wasting your marksman slot if you did.
  10. I'm a bit annoyed with the APEX guns, they all seem to fire tracers and I don't want that.
  11. I'm all for encouraging people to play their roles but the Mk18 is an assault rifle, restricting it seems a bit overkill. It's usefull when playing as a soldier to have some choice between lighter and heavier weapons and without this rifle it's a bit too limiting.
  12. I have been playing these games since operation flashpoint and I have worked through all the ARMA titles mostly playing on the old BierAIG servers. I've always used this handle so if you've played on BierAIG servers then you have probably played with me. Thanks for the fun servers, happy hunting. CM
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