Only the default (TGN Light) theme for now. Dark them is also coming back soon. Then CSN. Then Wrestlin' Nation. A lot of WIP stuff right now. There are a couple of things still not working either. Sorry.
This is kinda pointless. The most useful kit is the one I am playing at that time. Any single class is totally worthless unless you are working with a squad.
1. Special Froces (what are you guys smoking? best unit in the game)
Why? The guns are good, but not as good as others, and the C4 can be handy, but far too limited on ammo and range. The real question is are they better than medics on a well balanced team with armor/planes/helicopters that know their role. Absolutely not.
Originally posted by MG36CE Fan
5. Anti-Tank (blah SMG is worthless, C4 > Rocket Launcher)
I disagree about the C4 comment. I consider myself a skilled armor user and I constantly rotate my views around and I can't remember the last time C4 blast killed me. However I do remember the last time 2 or 3 AT guys fired at me simulataneous and instantly killed my APC/tank at huge ranges.
Originally posted by MG36CE Fan
7. Engineer (worthless)
Anything but. Engineer is the lube that makes the armor flow. Without engineers, tanks spend more time driving back to the battle than actually fighting. Of course as I said you get 2 APC together with both drivers being engineer and they're virtually unstoppable with a very fast repair aura effecting each other. These are the situations where I end up racking 50-60+ kills a game and winning the game just on that fact alone.
Originally posted by slayerdog99
This is kinda pointless. The most useful kit is the one I am playing at that time. Any single class is totally worthless unless you are working with a squad.
Anything but. We aren't considering squad dynamic here, rather the importance of a single individual unit to the overall effectiveness of a team across a range of scenarios.
For example, if you were to pick AT as the most useless, visualize what removing AT completely from the game would do to a team. Tanks would run wild, ect. Other times, you might have good helicopters and planes and having them might not be all that important, so take scenarios like that in to account.
Another example:
Imagine removing medics from your team and the consquences that would have. Ticket loss is greatly increased for a team, offensive assaulting is reduced, the team has no way of recovering from wounds ect. Medic is the only role that is absolutely necessary to have a lot of in my opinion regardless of the map or current situation in a given game which is why it recieves the number one slot.
And so on, of course classes vary from situation to situation where they become more important and less important, but we're thinking purely on the average and on the whole.
For me, the best kit at the moment is AT - it can kill anything (nearly).
Medic might be able to do all the healing stuff, but in my experience over the last couple of months, medics don't wan't to help you out - they're too busy healing them selves and throwing bags around 'cos they don't want to take any risks themselves. When I play medic it's not uncommon for me to brave an arty strike to revive team mates when the shells stop.
Assault needs improvement, and the somke grenade IS useful.
Spec Ops is getting a rough deal here. People are rating Spec Ops out of context. You are supposed to sneak into an enemy base and blow stuff up, and defend yourself if neccessary - Spec Ops is more than up to that task, in fact, it is a better assault kit than Assault!
Sneak into an enemy base as Spec Ops with a Medic and s Support, and you've got some real pwnage...
I love spec ops. Many people don't like them because they are basically medics without health packs, but people dont realize the versatility of c4. One of my favourite things to do is to try and cap a flag with a tank, but when it is damaged, hop out and strap c4 to it. Then, some unaware enemy antitanker gets in and I detonate, then its an easy flag cap!
I really don't think Spec Ops needs any major boosts, just something to make them better at their role. Like being invisible on the UAV and Sat Scan as long as they're not moving.
I agree. Special ops could use something to make them better at being sneaky and such. The not being detectable while not moving is good; I was thinking that in conjunction with that, give them a special radio message that enemy UAV/scanner was being deployed, so they had a heads up to stop moving.
I also thought binoculars for the class would be cool.
I voted medic, but I think snipers aren't as useless as PH claims. Sure, n00b snipers are very annoying, you know the ones that keep climbing the same crane over and over again and get shot while doing it. I have seen some really good snipers and they can be devastating, I remember a few nights ago this sniper got 42-6 or something, it's very hard to do that with any other infantry kit, even the PKM (unless you camp the hotel roof on Mashtuur and rape n00bs that never shoot back *cough* )
A good sniper usually gets at least 15 kills a game and few to no deaths. Therefore, he is not costing your team many tickets while taking 15 odd tickets from the enemy team.
There is something I like to call the 'kill/death' differential. A groundpounder can get 30 kills 25 deaths and possibly collect a gold medal even though he cost his own team almost as many tickets as he drained from the enemy.
Btw PH, how do you 'snipe' with the PKM when the maximum iron sight range is like ~150m for infantry? There is a difference between long range fire support and true sniping.
With the 1.67x iron sight zoom I don't think targets over 150m away even show up... of course this isn't an issue on maps with fog, but on fog free maps I don't see how you can 'outsnipe' snipers when they are out of your sight range and yet they can clearly see your head in their crosshairs?
The only criteria that would make SpecOps the best would be if you asked "what kit would you want your entire team to have?" In that case SpecOps wins because it is the most versatile (good close-range and long-range anti-infantry plus significant anti-armor ability). One big point that makes the medic strong is that it can do something that can't be replaced by any other kit or by supply crates: revive. Every other task has some other way to accomplish it. Even commander asset destruction can be done by aircraft so SpecOps doesn't have a monopoly on that.
the best way to win on kirkand with the Mecs, is to have a few engineers laying mines. These guys dont usually get a lot of points, but they really hold back the armor and win it for their team. Tons of respect for engineers, they really win it for the team.
it sounds insane, but anti tank is my choice, even though i can get gold medals with PKM and claymore whoring.
you see, the SRAW is even more versatile than the all powerful noob tube.
ive nailed so many pkm whores, snipers, tanks, humvees with 4 guys in them, transport helicopters with 7 guys in them with SRAWs, that you simply cannot give up those kills.
also the dao 12 is excellent back up close in, never have to worry about reloading either.
the sraw is best long range. snipers never move to dodge it, for reasons best known to themselves.
once i switched off anti tank, and saw only 50 feet away a perfectly stationary RIB with 6 guys in it! and i could do nothing! no noob tube or sraw!
that taught me an important lesson.
if one team was all medics that team would win. yes the tanks would get a few kills, but your tanks would kill them.
I won't vote because this poll is for n00bs, because only them prefer one class only. Good, experienced player should be versatile, and use and appreciate all the classes equally well.
I won't vote because this poll is for n00bs, because only them prefer one class only. Good, experienced player should be versatile, and use and appreciate all the classes equally well.
No actually good players stick with the medic. How do I know? Because I'm just that good, and I play the medic. How can you beat logic like that?
Originally posted by DonkeyPuncher|v|4
i think plane whore just likes saying the opposite of what everyone else says..
Actually, looking at my poll and looking at my list I'd say the majority agrees with me on everything with the exception of Spec Ops.
Why? The guns are good, but not as good as others, and the C4 can be handy, but far too limited on ammo and range. The real question is are they better than medics on a well balanced team with armor/planes/helicopters that know their role. Absolutely not.
C4 can still be used effectivley in game, C4 was never meant to be a super grenade and I never used it as one, Spec Ops is more useful to ME than medics because I find the M4A1 to be better than the L85A1 and the G36C to own the remainder of the Medics armament, sure the medics can heal other team members but can they blow up 1 UAV Trailer, a Radar Trailer, 2 artillery cannons and a tank before running out of explosives? seriously it takes all of my grenades when playing as Medic and a few of my squad mates to take out one single asset
Originally posted by PlaneWhore
I disagree about the C4 comment. I consider myself a skilled armor user and I constantly rotate my views around and I can't remember the last time C4 blast killed me. However I do remember the last time 2 or 3 AT guys fired at me simulataneous and instantly killed my APC/tank at huge ranges.
properly hidden C4 with a Spec Ops kitter who is paying attention can be the deadliest thing in the game, you can hide C4 UNDER bridges, in bushes, tall grass, around corners, around sandbags, in river fords (imagine someone being able to see it there), or a guy can run out of hiding and place a pack or two of C4 on the back or side of a vehicle and blow it on the way out.
Originally posted by PlaneWhore
Anything but. Engineer is the lube that makes the armor flow. Without engineers, tanks spend more time driving back to the battle than actually fighting. Of course as I said you get 2 APC together with both drivers being engineer and they're virtually unstoppable with a very fast repair aura effecting each other. These are the situations where I end up racking 50-60+ kills a game and winning the game just on that fact alone.
Engineer's shotguns are worthless and you have to be out side a vehicle or in a position where you use normal weapons to actually repair the dang thing, I personally do not use vehicles much except for the DPV or HMWVV for quick rides to the next spawn point, occaisionally I use a tank if I have to but not often, if the vehicle is severly damaged (red code on armor bars) I just jump out and scram before the big bang
Forgot to mention. As a squad leader sniper, I get into visual range of an enemy flag...but in a safe position. I have my squad spawn on me and head to the flag. As they cap, I stay back and pick off anyone trying to stop my squad from capping. Any squad members that die can quickly respawn near the enemy flag again. Yes, I miss out on cap points...but hey, if I was some score freak, I'd charge in too and we'd all be respawning back at our main spawn.
I did this "stay back to support" tactic earlier and netted best squad in a 64 player map 5 maps in a row. I was either 3rd or 2nd normally.
However, 3! imm. glitchers joined the server, so I decided to leave. No point in playing when you have glitchers ruining the fun and fairness.
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