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[TD]Equipment
RaptorDate: Saturday, 2013-09-21, 06:51 | Message # 1
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Seems like we have to work with this weird EQ set system for now, hence I suggest the following default kits:

1) Stealth: suppressed SMG (Holo scope recommended), light armor
2) CQB: loud SMG (Holo scope recommended), medium/heavy armor
3) close+medium range: AR ACOG Scope, medium/heavy armor
4) individual

For all kits:
- FMJ ammo (probably best compromise between penetration and stopping power)
- 4 flashbangs
- Secondary weapons should be loud, since they are your backup

Breaching charges are not really useful since most doors are already open. Frag grenades sound and look more like HE with a pretty limited blast radius.
Heavy armor is imho a questionable choice since it removes the ability to sprint.

[Note that all this is just a suggestion, not mandatory (yet).]


"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9
 
LuisDate: Saturday, 2013-09-21, 10:40 | Message # 2
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Does the Breaching charges actually stunt the enemy?



Message edited by KingLuis123 - Saturday, 2013-09-21, 10:41
 
RaptorDate: Saturday, 2013-09-21, 13:13 | Message # 3
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Not sure if they are supposed to stun, they should injure/kill persons in close range.

"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9
 
RaptorDate: Wednesday, 2013-11-06, 11:24 | Message # 4
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So after 5 patches I need to correct some of my initial statements:

Quote Raptor ()
Breaching charges are not really useful since most doors are already open.

Since most doors are closed now, a breaching charge makes sense at certain points (although I'm still not sure whether they stun or distract tangos).

Quote Raptor ()
Heavy armor is imho a questionable choice since it removes the ability to sprint.

Actually that depends on the map and enemies. Inside buildings the sprint option is pretty useless anyway. And heavy armor seems to increase your chances to survive hits significantly, in particular against pistols or SMGs.

Quote Raptor ()
1) Stealth: suppressed SMG (Holo scope recommended), light armor
2) CQB: loud SMG (Holo scope recommended), medium/heavy armor

SMGs are really nice weapons for CQB in TD, allowing quick, accurate bursts in short range. Unfortunately most avalaible SMGs offer only limited penetration and are therefore not really effective against tangos with body armor. In the modes Tango Hunt and Bomb Disarm almost all tangos wear body armor. Hence I switched my weapons to the CQBR-300 for the silent kit #1 and
to the CQBR (caliber 6.8x43mm) for the loud kit #2.


"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9
 
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