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Old 03-26-2008, 05:34 PM   #21
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Originally Posted by DavidP View Post
I remember the first day i met rhino on devfile. Showed him how to grief in the airport and also how to deploy rallies as insurgent so close my whole team could spawn rpg. Ahh the god ol' days of .5 basrah. On second thought i really should'nt have showed it to him because they took away my precious Base raping.
I asked him for a little help on my map and he called me a noob and said he didnt have time.

Then also said "I dont remember that" to me too

Heh, love ya Rhino



The OP basically went on about mainly BF2 engine problems. My advice, jump up the front of the tank, never had a problem. Its the lowest to the ground...


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Old 03-26-2008, 06:06 PM   #22
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My personal dev favorie got to be GAZ..
First time I saw him in 0.7, was on BFQ, He jumped in a J10, and promtly went full blast out of the hangar.. Annnd blow upp 0.5 seconds later..
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Old 03-26-2008, 06:14 PM   #23

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I will admit, some parts are killing fun factor, but like first reply said, nothings perfect. I still like the mod, even though I can't get on my favorite server!!

Make Comrade Stalin Proud

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Cheers, we take sexual favours btw
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Rhino does, the rest of us don't.The rest of us prefer being given beer to drink and diamonds that we can give to our wives and girlfriends

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Old 03-26-2008, 11:05 PM   #24

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Really quick: <3, thanks for all the hard work guys...
___
I don't think they have yet, but I do see troubling times ahead.
I'm seeing a trend of Project Infantry-with-a-few-vehicles-for-giggles, not Project Reality. (Or my greatest fear; Project Call of Duty 5) Over the past few patches, the infantry foot solder has been taking the limelight at the expense of other aspects of the game. The reason .5 caught my attention was the sheer balance of it all. For every level of combat, there was a counter balance from a DIFFERENT combat level:
Aircraft fought with AAA and the occasional grunt with a stinger.
Tanks had to deal with the CAS and the occasional grunt with HAT.
Infantry dueled with the occasional grunt with a scoped weapon. (Vehicles go without saying)

Each part of the game meshed well, and everyone was very capable of dealing with everything, given enough teamwork.
Now every Grunt is extremely capable of dealing with everything, given enough Special Kits

Aircraft are nearly ineffective because of the abundant AAA and stingers (I won't go below 750 feet. Perhaps some of you younger guns might, but I'm sure you can attest its not pleasant or advisable)

Tanks MUST have 3 people and an infantry compliment surrounding them. Even then, ambush tactics are ridiculously effective. One squad can take out a tank with a well trained squad guarding it. Easy.

Infantry who use special kits are now as frequent as those that use normal kits, and are 20-30% more effective (in my experience).

It is still a fantastic mod, but I've gone and gotten .5 and .6 tucked away to play if it goes too far infantry intensive for my liking.

We were all noobs once.
Each One Teach One.
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Old 03-27-2008, 12:13 AM   #25

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Originally Posted by Jonny5 View Post
No, they haven't gone too far at all. This mod was suggested to me by someone who new that I couldn't afford to pay for VBS1. I think it's a program used to "train" SWAT, military etc, so it's seriously hardcore and not even considered a game.
VBS1 is just like Op Flashpoint. The editor is more real-time, but you're most likely to have more fun with Flashpoint or Arma. I tried it with very limited modules (most of the extras wouldn't work) and it was like installing Flashpoint again. This was an "extended demo" I got off of powerbits.org.
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Old 03-27-2008, 05:45 AM   #26
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Aircraft are nearly ineffective because of the abundant AAA and stingers (I won't go below 750 feet. Perhaps some of you younger guns might, but I'm sure you can attest its not pleasant or advisable)
This is exactly as intended. Aircraft should NOT be flying low across the whole map, scanning for targets. Instead they should be maintaining an altitude HIGHER than their engagement range (and the engagement range of enemy AA). When a target is called in, THAT is when you drop to engagement range, destroy your target and get the hell out. Your no longer a one man wrecking machine in the aircraft, but instead you are basically a spear for other squads to use effectively when they come up against big threats. Why is there so much complaining about this then? Because IMO 90-95% of pilots are selfish and only care about kills. Most of them dont really know how teammwork really works and would rather just fly around the map, oblivious of what is happening to the team. But the few that know whats up and actually take the time to communicate with the rest of the team - WATCH OUT! They can completely dominate the whole battlefield!

Quote:
Tanks MUST have 3 people and an infantry compliment surrounding them. Even then, ambush tactics are ridiculously effective. One squad can take out a tank with a well trained squad guarding it. Easy.
Yes, you need a gunner and driver now or you wont be effective, that is intentional. Tanks can get taken out when they have overextended themselves and are getting ambushed? Yeap this is intentional as well, tanks should work with other units and should not hang out in CQB situations.


As far as infantry intensive: Check out Battle for Qinling. That is what you get with a map that does not focus on infantry.... In my opinion, a map needs AT A MINIMUM 2 or 3 infantry squads on the ground in order to be a fun map. If everyone has their own vehicle, what incentive do they have to work together??? Infantry are the heart of capturing/defending objectives and are SUPPORTED by the vehicles, not the other way around... But Im sure there will always be plenty of vehicle heavy maps for you guys who love the vehicles..


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Old 03-27-2008, 05:57 AM   #27
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Originally Posted by [R-CON]OkitaMakoto View Post
I asked him for a little help on my map and he called me a noob and said he didnt have time.

Then also said "I dont remember that" to me too

Heh, love ya Rhino


I only call people noobs who know I'm joking, just like how I call Dr Rank a noob, but thou hes a real noob thou


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Old 03-27-2008, 05:58 AM   #28
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Originally Posted by [R-DEV]Rhino View Post


I only call people noobs who know I'm joking, just like how I call Dr Rank a noob, but thou hes a real noob thou
He sure is


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Old 03-27-2008, 06:27 AM   #29

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Originally Posted by [R-DEV]fuzzhead View Post
In my opinion, a map needs AT A MINIMUM 2 or 3 infantry squads on the ground in order to be a fun map. If everyone has their own vehicle, what incentive do they have to work together??? Infantry are the heart of capturing/defending objectives and are SUPPORTED by the vehicles, not the other way around...
This is how i've always felt. I've always wondered how many inf would be left if every vehicle was fully crewed and the commander role filled on maps like Kashan and Quinling.

Don't get me wrong, I enjoy the vehicles, the combined arms aspect is one of the major draws of PR, its just sometimes i feel one aspect of the arms becomes over dominant and reduces the other aspects to ineffectual bit parts.

However, I do like the way certain maps are attempting to use terrain and environments to create a mixture of conditions where different approaches are needed. E.g. Fools road has the plains which are dominated by the armour, but the woods and some of the more inaccessible flags need infantry to be captured.
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Old 03-27-2008, 06:51 AM   #30
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Originally Posted by [R-DEV]fuzzhead View Post
As far as infantry intensive: Check out Battle for Qinling. That is what you get with a map that does not focus on infantry.... In my opinion, a map needs AT A MINIMUM 2 or 3 infantry squads on the ground in order to be a fun map. If everyone has their own vehicle, what incentive do they have to work together??? Infantry are the heart of capturing/defending objectives and are SUPPORTED by the vehicles, not the other way around... But Im sure there will always be plenty of vehicle heavy maps for you guys who love the vehicles..
The problem you have here fuzz is you believe that every map should be infantry focused in the game, with very little armor or none because you find infantry the most fun part of the game and thats all you want to play. Infantry is a factor on every single map as every one spawns in as infantry. Qinling is not made for the infantry whores, but for the asset whores if you really want to group it up into whore categories, the question you should ask yourself, whats wrong with being a asset or infantry whore? Qinling on the other hand has been made to support 3 infantry squads, with 1 mech infantry squad in that aswell as all its assets when full with 64 players and I've also received lots of feedback from [R-DEV]UK_Force that the use of assets in Qinling has been the most realistic he has seen as of to date after the tactical gamer vs PR clans battle. Thou no doubt still room for improvement.

Every map in PR should offer something different and should not have the same Infantry, jeeps and APC style combat which is all you want fuzz


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