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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#41 |
![]() Join Date: Jul 2007
Posts: 247
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#42 | |
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I agree with "as the TOW we could have some serious bases on our hands " | |
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#43 |
![]() Join Date: Nov 2007
Location: Washington
Posts: 127
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The TOW deployable asset is a great idea! The foxholes could have LMG mounts, someone on the 50cal. Cover the sky with AA. I think that is a recipe for some serious teamwork! Give people somthing to feel more secure about while they're defending a FB and they won't get abandoned as much.
I know some people would say thats way to overpowered but it would make life guarding a FB alot better. 1 TOW, 1 AA, 1 50cal, 3 foxhole LMG nests (current foxholes don't get used that much). If these extra assets are to much then limit FB production down to just 3 instead of the current 4. That way on a 64 player map 3 squads could effectively guard 3 FBs. This would make Tankers and APCs rely more on their infantry units to attack FBs instead of just running off into the sunset on a rampage lone wolf style. Maybe APC crews would actually take a full bus to the front lines because they would be more vulnerable without their infantry scouts. TOW DEPLOYABLE ASSET PARTY UNITE! |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PR KICKS ASS |
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#44 |
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NZDF Faction Lead
![]() Join Date: Jun 2009
Location: Auckland
Posts: 1,712
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I'm really glad that people are supporting this idea. After this has been discussed a bit more i may post a suggestion in the suggestions forums... Or i will look into making this myself.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PR Community Faction Team - "Getting Sh*t Done..." |
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#45 |
![]() Join Date: Sep 2008
Posts: 2,197
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Why not have a TOW truck that allows you to spawn a TOW somewhere every twenty to thirty minutes?
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#46 |
![]() Join Date: Jun 2009
Location: Florida
Posts: 35
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Either the AA or the TOW is a solid option.
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#47 | |
![]() Join Date: Mar 2007
Posts: 588
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"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"
A funny typo by Sgt. Smeg |
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#48 | |||
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Quote:
Quote:
One per fire base. Quote:
M. | |||
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Former [DM] captain. The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky |
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#49 |
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
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Oftentimes those sandbag/razor wire combos do nothing to stop tanks for taking out FOBs. I agree, make TOWs requestable but put some resonable limitation on it.
And to whoever said placement of the FOB matters, it does, but on some maps like Kashan, it is so open that you can't avoid a tank seeing it. Only place is the bunkers, and they are still easily taken out from there from a distance. And I do recall the TOW being ingame before in this way. I think it was first when the Firebases/Bunkers came out or shortly after in a smaller patch, but was soon taken out which caused a small stir. |
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#50 |
![]() Join Date: Jan 2008
Posts: 10
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Yeah, I would love to have a deployable TOW for firebases, they could use a little somethin' extra in my opinion. I also like the idea of 3 LMG nests, 1 .50, 1 AA, and 1 TOW.
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| Tags |
| asset, deployable, tow |
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