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Sidearm & Optic Availability Poll

Sidearm & Optic Availability Poll  

80 members have voted

  1. 1. Should sidearms be available regardless of class or faction?

    • Yes.
      18
    • No.
      62
  2. 2. Should rifle optics be available to all classes regardless of faction?

    • Yes.
      10
    • No.
      58
    • Only non-specialized roles. (Not Medic GL etc)
      12


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I personally don't think that the absence or presence of the sidearm makes any difference. But I like having one, and I know nobody is going to complain about something being there that they won't use... But this is a game and realism be damned the real US army issues sidearms to all active troops. Maybe the Russians don't, I can't comment there, but who cares? I would personally like to see the pistols more, and it seems such a shame that weapons that took so much work be almost completely ignored.

 

I have heard countless complaints and debates both in game and elsewhere regarding optics and their availability. This has been discussed before, but the entire meta has changed since then, with vehicles in and super-fobs all but extinct the game has really changed. Personally the scopes are awful in CQC right now and until weapon resting is added they aren't always worth it for the range. So do you think that more optics classes should be allowed? An alternative is to unlock more once all the specialist roles are filled.

 

 

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I really like having faction-orientated weapons, and although sidearms are rarely used, I think it should stay that way. Sights should also be faction orientated in my opinion.

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Pistols are ignored, because they take an eternity to deploy. It is the unique situation for Squad, when realistic element totally ruins gameplay. They would be useful when we see a true machine gunners, who can't run and gun with their primary (because holding a 6+ kilos weapon in ready position all the time is ridiculous, I hope devs understand it).

 

Optics is not of question atm, since they are completely broken. Screen zoom with a mesh of scope can fit Battlefield, but it won't work for Squad even with 10x sway.

 

Squad doesn't represent a restricted eye relief, pointing direction, scope field of view and other factors which make the usage of real scopes much more challenging. Optics are considered as OP in Squad, because they have nothing to do with actual optic sights.

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Ultimately, once there is some sort of kit customization, I would like to be able to pick an optic or a bipod, instead of an extra grenade or field dressing etc, where it'd make sense. I would still like it to remain authentic, though.

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Yea. I also think all classes should get akimbo RPGs and 10 grenades. 

 

It's asymmetrical balance. Why should you always get an optic?

 

Also how does it make sense that non-specialized kits get scopes while the other doesn't? 

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Historical Accuracy > Artificial Balance

 

Asymmetrical equipment is what really makes this game for me. If the entire Insurgent team started running around with ACOG's and extra grenades there would be riots.

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asymmetrical balance also it makes factions feel different and less repetitive so you aren't only playing a different skin but using different tactics and strategies yea its harder to balance but its also comes more depth and variety that keep players coming back for long time. secdonly these optics lack any zoom the only zoom you get is holding shift which all guns have redot or not. 

 

do i want every class to have a pistol, frankly i don't and i think it be a bad idea to begin with. i however do think that decreasing pistols weapon switch time might be a good idea for game play. (no were not talking about increasing it off the charts.) just fast enough to justify switching instead of reloading or giving you pause to consider the option. I think right now pistols are kinda pointless from game play perspective other than as extra ammo or style points. when your lmg can do the same job or even a sniper. (if you don't count ammo conservation.) the only benefit is your FOV which is minor given sacrifices you are taking. 

Edited by WiFiDi

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In Project Reality the pistol was used as a disciplinary act for your squadmembers. In my over 1000 hours of squadleading in PR i never used my pistol to shoot or kill enemies, i shot and killed my squadmembers with it though. :)

It should stay like that in squad too i think.

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23 minutes ago, Elirah said:

in PR i never used my pistol to shoot or kill enemies, i shot and killed my squadmembers with it though. :)

It should stay like that in squad too i think.

I see you being banned from many servers with that mindset, not just in Squad, But PR too. 

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I sometimes threaten my squad mates with execution as a joke, but killing them is too far. Not to mention admins are quick to ban for intentional TK's (rightfully so) so we stick to joking.

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SL's pistol doesn't trigger teamkills? Sounds fun :D 
Seriously, though, as mentioned above assymetry between kits and factions can make or break the game. Verdun did this really well on the kit side of things and once irregular forces get all their toys I can see Squad doing it really well on the faction side of things.
Still, I think that within the range of available equipment, there can be some leeway without destroying the balance or the authenticity.
For example, a russian riflemen, right now, carries his rifle + frag grenade(s) + smoke grenades + (optic) + field dressings + X mags(6?). You could make it so that each piece of kit has a certain load price, so that you can't have everything, and also make some restrictions, like atleast 1 field dressing, no more than 3 frags, no less than 4 mags etc to prevent people from exchanging everything but their rifle for frag grenades etc, but still letting them balance their kit to their liking.
Additionally, if you added squad-wide load price, you can limit the number of optics in a squad, etc.
Or you could even have only just, squad load price, with appropriate restrictions(like no GL + LAT), so that you can customize the whole squad to your liking with even less boundaries. Staying within the classes would seem to be preferable, though. e.g. squad roles, fire support roles etc
I also don't see a reason why a SL, couldn't have a GL or an LMG in his kit, provided it's again balanced out with the other pieces of his equipment and the overall squad load limits.

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4 hours ago, Dubs said:

I see you being banned from many servers with that mindset, not just in Squad, But PR too. 

 

Im sorry, I never got banned on any server. Its not often that you have to kill you squadmate as a squadleader. The squadmember knows why he got shot and gets healed. Never got reported for it either. I did that maybe 10 times... You only use it, if you want the member to stay in the squad, else you would kick him anyway. 

 

Didnt want to trigger anyone with some disciplinary action. :P

 

My point still is that pistols are for squadlead and sniper only, and not used often. I think most of the people playing this game see it the way i do.

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15 minutes ago, Elirah said:

Im sorry, I never got banned on any server. Its not often that you have to kill you squadmate as a squadleader. The squadmember knows why he got shot and gets healed. Never got reported for it either. I did that maybe 10 times... You only use it, if you want the member to stay in the squad, else you would kick him anyway.

This is a discussion about sidearms, not on wheter you should tk with it or not, so lets open a separate for that topic if it needs to be discussed and let's     get back to topic, shall we  

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Perhaps down the line if there is kit customization included it can be tied to the fob you spawn at and its supply or ammo count. Could get messy and frustrating when multiple squads spawn in and the supplies go quickly though. I think Insurgency does kit customization right by giving you an allowance of points to spend on various attachments/weapons as you see fit. Yes I understand that insurgents are not going to be as well equipped as US/Russian/British forces but that doesnt mean they havent scavenged weapons and equipment. We dont want them to always be at a disadvantage.

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