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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#51 |
![]() Join Date: Aug 2008
Posts: 202
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the new LMGs just force you to move through cover instead of running out and about free of worry in my opinion.
I'm fine with them but the only thing that i am bothered by is the new rally point system and also the deviation. i dont think battle stress and weapon sway should be represented by unrealistic deviation. EDIT: and i want my ak47 accuracy increased |
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#52 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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#53 |
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PR Community Faction Lead
![]() Join Date: Aug 2007
Location: The 44 Islands ;)
Posts: 1,319
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Couple words about rally points...
In previous versions of PR (before overrun was implemented) a rally point was used as a forward spawn point and in most situations was placed somewhere on a route between captured objective/main base/forward outpost and the next objective in AAS order.... and was safe most of the time, unless the enemy found it After overrun was implemented that kind of rally point placement is most likely not going to work and there is a quite big chance of being overrun (especially if placed on a route between captured objective and next objective)... and it happens because if you move from captured objective to the next objective captured by the enemy then the enemy is doing exactly the opposite and is heading your way to the objective you just captured. To minimize the chance of overrun the rally point must be placed far away from the route between those two objectives or even further in the back behind captured objective where it is relatively safe on most maps... but, should it be used like that? Rear spawn point instead of forward spawn point (I can provide a graphic explanation if I make it overcomplicated and I didn't make myself clear enough Maybe people complain about rally points because they get used to the previous system and place it in an unsafe location ... or maybe because rally point placed by full 6 man squad is too easy to overrun by 2 people just passing nearby... probably both reasons are true. Thinking about the way to improve it is better then complaining IMO... |
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#54 |
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PR:BF2 Contributor
![]() Join Date: Feb 2009
Posts: 3,079
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#55 |
![]() Join Date: Aug 2008
Posts: 202
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#56 | |
![]() Join Date: May 2007
Location: Quebec
Posts: 814
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lollll taking the LMG off. LOL
No way. I enjoy it. Quote:
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Last edited by Skodz; 07-06-2009 at 09:29 PM..
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#57 | |
![]() Join Date: Dec 2008
Location: Montreal
Posts: 73
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Quote:
How about the fact that, according to all of the"safe location" theories in this thread, the enemy is also looking for a "safe location" so they might just go in the same "safe location" than you and your rally is overrun instantly. I think the new rally system is a step backward along with all the "2 squad members instead of 3" changes! Where in the hell is it supposed to favor teamwork?! I see a lot of 2 man locked squads these days! Also, it really annoys me that 2 lonewolf being 100m from each other and not in the same squad can overun my rallypoint where my whole squad is standing. That doesn't make any sense to me. Sure that could've happended in 0.85 but it was a lot less likely! And btw, I don't think we can say that, having 2 lonewolf, 100m from each other,near my whole squad and my rallypoint, is a "compromised" location... There are a couple of other things from 0.86 that I don't like but I do understand the changes and I'll get used to it... but the new RP system and the "2 squad members instead of 3" changes need to be reverted to what they were. | |
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Last edited by Lord.Helmet; 07-06-2009 at 10:14 PM..
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#58 |
![]() Join Date: Dec 2006
Location: Kernow, but now mostly London.
Posts: 1,164
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#59 |
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Banned
![]() Join Date: Feb 2007
Posts: 89
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Here here, 05grottim.
Also, wtf is with the hideouts/forward outposts becoming unspawnable when "2 people are close by". Seems that "close by" is 150m which is fking ridiculous. Either way whatever the hell the distance value is, what's the use of a hideout on insurgency if it's over run once BLUFOR are even remotely nearby... wait a minute that makes sense-> The hideout's over run... no one can spawn hence the cache is undefended... add to that the new lazer M249 for BLUFOR, AK and RPG nerfing for insurgents etc etc and it all makes perfect sense. Yeah 0.86 rocks! |
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#60 |
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Lead Beta Tester - US
![]() Join Date: Feb 2008
Location: California
Posts: 4,754
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This thread has gone on long enough.
Locked. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. You miss 100% of the shots you don't take.- Wayne Gretzky |
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