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Author Topic: Assault Rifles vs Vanilla Rifles  (Read 5908 times)
0 Members and 7 Guests are viewing this topic.
deadbolt Offline
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« on: May 24, 2010, 03:27:57 pm »

Are unupgraded assault rifles better than vanilla rifles, or the same?
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Groundfire Offline
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« Reply #1 on: May 24, 2010, 03:32:12 pm »

Are unupgraded assault rifles better than vanilla rifles, or the same?

unupgraded assault squads should have 1 less man i think. Even so, afaik, the normal Riflemen bonuses dont transfer to assault squads.
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deadbolt Offline
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« Reply #2 on: May 24, 2010, 03:34:24 pm »

the vet is the same more or less as the vanilla, im just wondering if they get any other bonuses completely vanilla compared to vanilla rifles.
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Tymathee Offline
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« Reply #3 on: May 24, 2010, 03:58:53 pm »

Assault rifles get the same vet bonuses and doc bonuses. They're basically copied rifles with new stuff.
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Groundfire Offline
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« Reply #4 on: May 24, 2010, 04:04:23 pm »

Assault rifles get the same vet bonuses and doc bonuses. They're basically copied rifles with new stuff.

Wouldnt Carbine assault rifles be just a tad too wtfOPawesome? I thought the reason that nobody used this combination was that assault squads were a different RGD entry than Riflemen and were not affected by Riflemen buffs.

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lionel23 Offline
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« Reply #5 on: May 24, 2010, 05:20:09 pm »

I was under the assumption that Carbines DOES affect the assault rifles, and they are not exactly copied pasted from vanilla riflemen.

They lose the vet 2 sticky range bonus and get incoming accuracy bonuses to make them harder to hit, but the squad itself is too crap and weak for being double pool cost and being weaker than your regular riflesquad (one man less is a huge thing).

Overall the only reason to get these guys is if you spam lots of smoke and want mass flamers for the assault engineers (very good buy, as they are same costs roughly as a regular engineer with an extra man, nice free vet requirements) or riflemen (more flamer buffer men, but super expensive to field).  Otherwise you're better off with vanilla rangers or SMG rangers for assault purposes, as assault riflemen are clearly not ideal for assaults without smoke (even smoke nade sucks, doesn't last long enough and in the handful of instances I did test, I got suppressed through the smoke cause of its small area of effect).
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gamesguy2 Offline
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« Reply #6 on: May 24, 2010, 05:25:02 pm »

Carbines don't affect assault rifles.
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Smokaz Offline
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« Reply #7 on: May 24, 2010, 05:42:38 pm »

I was under the assumption that Carbines DOES affect the assault rifles, and they are not exactly copied pasted from vanilla riflemen.

They lose the vet 2 sticky range bonus and get incoming accuracy bonuses to make them harder to hit, but the squad itself is too crap and weak for being double pool cost and being weaker than your regular riflesquad (one man less is a huge thing).

Overall the only reason to get these guys is if you spam lots of smoke and want mass flamers for the assault engineers (very good buy, as they are same costs roughly as a regular engineer with an extra man, nice free vet requirements) or riflemen (more flamer buffer men, but super expensive to field).  Otherwise you're better off with vanilla rangers or SMG rangers for assault purposes, as assault riflemen are clearly not ideal for assaults without smoke (even smoke nade sucks, doesn't last long enough and in the handful of instances I did test, I got suppressed through the smoke cause of its small area of effect).

Assault rangers are ridiculously ineffective against far more targets than flamers. Getting suppressed inside smoke is a player error, smoke + flamers is the ultimate assault and has to be catered against to counter. If you're getting suppressed you are doing it wrong, and need to l2smokewithmortar. Smiley)

Thompson rangers are ineffective against units in a building for instance, and I suspect that it will get really expensive fast to run them with grenades, plus you dont get anti-trench or the ability to kill a bunker/building itself which flamers do.
« Last Edit: May 24, 2010, 05:47:36 pm by Smokaz » Logged

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lionel23 Offline
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« Reply #8 on: May 24, 2010, 07:13:54 pm »

Not talking about mortar smoke, which rules.  I'm talking specialist smoke nades, which suck horribly.

And unless it's a heavy building, SMG rangers can rape guys in buildings just like mass axis assault infantry can rape riflemen in buildings too.  Bunkers are not a problem with bazookas, though trenches are the big bitch I would have to fight, but hey, that's what arty is for ^^
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Tymathee Offline
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« Reply #9 on: May 24, 2010, 07:36:31 pm »

smoke nades do suck, i never see anyone use 'em. why buy them if u can use mortar smoke? or officer smoke?

How about this...Blitzkrieg mod has the model for the jackson lmg the icon over the head, and the ground model. I say we add that as an upgrade and get rid of smoke nades. I'd like to see it as an alternative to ranger smg's it'd be kinda like the gren squad lmg but without the suppression and more accurate at long range but not so good at short range.
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Groundfire Offline
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« Reply #10 on: May 24, 2010, 07:41:14 pm »

just have them toss multiple smoke nades instead of just one.

3 smoke nades thrown automatically in a wall like radius in front of the squad would be very beneficial.

bumpt the muni price up to 15 or 20 and were g2g
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Tymathee Offline
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« Reply #11 on: May 24, 2010, 08:09:24 pm »

yet still, i never see anyone use them and if you have to use them in mass like that, how useful can they be for their price?q
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Groundfire Offline
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« Reply #12 on: May 24, 2010, 08:17:17 pm »

people dont use smoke because they are fucking lazy...   Grin

the problem with smoke nades is that by the time you think about using them your already suppressed. i wish these things got a range increase tbh.
« Last Edit: May 24, 2010, 08:21:40 pm by Groundfire » Logged
gamesguy2 Offline
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« Reply #13 on: May 24, 2010, 08:28:10 pm »

just have them toss multiple smoke nades instead of just one.

3 smoke nades thrown automatically in a wall like radius in front of the squad would be very beneficial.

bumpt the muni price up to 15 or 20 and were g2g

I could just have it spawn a bigger smoke thingy.
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lionel23 Offline
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« Reply #14 on: May 25, 2010, 12:08:05 am »

The cooldown on the silly smoke nades is like 10 seconds, and it only gives less than 7 seconds of smoke cover... so not really enough time to do anything...
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NightRain Offline
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« Reply #15 on: May 25, 2010, 12:55:25 am »

L2P with Smokenades. I used them with my 4th French Legion account to a great success. No MG was a problem. No charge was a problem. FFS its 10 munition! 2 Use no Cooldown. You can toss it between the squad and mg- no more suppression then toss a nade on MGs feet and win. It worked- always. No need to drag a mortar behind your squad that will most likely friendly fire you.

Smoke grenades are awsome
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CafeMilani Offline
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« Reply #16 on: May 25, 2010, 05:51:36 am »

this hurts my brain
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Unkn0wn Offline
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« Reply #17 on: May 25, 2010, 05:52:35 am »

I'm sure you get that a lot Sad
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CafeMilani Offline
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« Reply #18 on: May 25, 2010, 05:53:54 am »

actually its already dead but it still hurts
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lionel23 Offline
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« Reply #19 on: May 25, 2010, 07:14:54 pm »

L2P with Smokenades. I used them with my 4th French Legion account to a great success. No MG was a problem. No charge was a problem. FFS its 10 munition! 2 Use no Cooldown. You can toss it between the squad and mg- no more suppression then toss a nade on MGs feet and win. It worked- always. No need to drag a mortar behind your squad that will most likely friendly fire you.

Smoke grenades are awsome

How long ago did you use them?  Last I used they were unlimited uses but had crap stay time, I rather take a mortar to smoke barrage an area for a longer effect than the crappy, T2 unlock of their smoke nades.  And it's 15 muni, not 10.  I'd rather just take a repair kit on a HT or a regular grenade than 2 smokes any day.
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