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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#21 |
![]() Join Date: Jun 2008
Location: Houston, TX
Posts: 577
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. The Soviets may have only gotten as far as East Germany, but they took the rest of the continent without firing a single shot. NObama 2012! |
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#22 | |
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^ it wasn't meant to be commented on. It was made small and in parentheses for a reason.
Example... (your .85 sig needs to be updated and it doesn't make much sense having it on these forums) I was merely saying that on maps like Kashan and with the current 64 player limit, 1 man tanks with the pre-requisite of being in a squad would make sense... numbers wise that is. Teamwork would still exist. You would still have six pairs of eyes, but instead of 3 main guns, you would have 6 obviously. I don't understand why people think teamwork doesn't exist in vBF2. You can find it. You just have to search harder. Quote:
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1N4X1 E-3 USAF Active Duty
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "The clever combatant imposes his will on the enemy, but does not allow the enemy's will to be imposed on him." - Sun Tzu |
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Last edited by DesmoLocke; 08-29-2009 at 01:30 AM..
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#23 |
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Meh, it's useless on Kashan, but I wouldn't dare leave base without one on Basrah. In many cases there they are so necessary that they are often more useful than the gunner himself. Although they do get shot out a good deal :P
But on Kashan, not only are you further dividing your team, not only are you requiring up to and extra 8 players if your first wave is still alive, but you're also wasting more players because they can't do that much. What can they do? They can provide good fire support against infantry and light vehicles at a distance, which the gunner already does, but also at closer ranges, which while the gunner isn't quite as good, the long view distance, open terrain, and lack of bombs cars and such make it unecessary. It can hear enemy air assets overhead, and can engage helicopters, but an IFV can engage to a much better degree, and they can't hear anything really above cloud level, which is where the air assets stay most of the time. So, in the case of Kashan, it just doesn't make sense to take those extra men off the field or from their other supporting operations in order to act as a deadweight ever so easily killed, but on Basrah it would be suicide not to have one. It's really up to the crew. IE, when Cheditor, Space, and myself crewed the CR2 on Basrah we were amazing and didn't go down once, attracting 2 full mortar strikes, at least 3 bomb car attempts, and were it not for me being in the .50 cal at the start of the round we would have been slaughtered by the Big Red early on because our first gunner was not really trustworthy/skilled/experienced in anyway, and didn't even have mumble or anything for that matter. |
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#24 |
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I hate the common idea that you need to mobilize your whole arsenal of tanks at the start of the round on Kashan. I would say a team of two tanks can be just as effective as a convoy of 5 or 6. It's all about how you use them.
I don't think we should take away infantry on kashan and put them into 50cal positions. But if a tank squad can either take 3 tanks, no 50cal gunners, or take two and have gunners, leaving the other one as backup, then i would go with 2 and fully crewed. But, that's just me. |
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#25 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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Here is the dev's feeling about it:
Less players on the ground and more fully realistic tanks or More players on the ground and less fully realistic tanks. Does it suck we are stuck at 64 players....yeah |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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#26 |
![]() Join Date: Jul 2009
Location: New York City
Posts: 2,426
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Most of the time, the driver of the tank can just switch to the .50 cal if needed, and then back to driving.
This is especially useful on Mestia and Basrah, or other CQB tank maps. Nothing like some 12.7 mm bullets to stop a Big Red from getting your Challenger! |
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#27 |
![]() Join Date: Jun 2008
Location: FL
Posts: 287
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#28 | |
![]() Join Date: Aug 2009
Location: Nottingham <3
Posts: 2,014
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Quote:
A 1 man operated tank would not better represent the ability of a 4 man crew working together, to be honest, a 4 man crew (there's 1 always in the tank, the loader, who shouts "UP!" using mumble and voip, working together, is a better representation of a 4 crew tank working ... together.... | |
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#29 |
![]() Join Date: Feb 2009
Location: Kent
Posts: 372
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The only maps a top gunner is esential is Kozelsk and Basrah, i came off with almost double the kills of the gunner in Kozelsk because of the added menouvreability, in Basrah you get shot out on countless ocasions but i saved my crew from big red 3 times in one game
having one on Kashan is suicide for the top gunner as he will get shot out as soon as hes seen, no fail |
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#30 |
![]() Join Date: Nov 2005
Location: Indiana/Massachussetts
Posts: 3,277
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I find .50s useful on INS/Militia maps and situationally elsewhere.
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| Tags |
| gunner, hmg, importance, tank |
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