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| PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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#1 |
![]() Join Date: Jan 2012
Posts: 488
Location: Aracaju, Sergipe
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I was thinking if the maps on PR can use the same grid style as in ArmA 2 (i.e. 045598 ) currently is pretty easy to use the map and putting this grid style won't turn it more harder:
045 (top sector) 598 (side sector) This fits the same way as in PR: A (top sector) 1 (side sector) This kind of grid reference is more realistic and better than the actual on PR, just a little bit harder. |
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Last edited by SShadowFox; 06-27-2012 at 07:03 PM..
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#2 |
![]() Join Date: Jan 2009
Posts: 329
Location: Sioux Falls, South Dakota
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Project Reality doesn't have the need for that style of map, though as the maps are not nearly as large. No point going 00A001 when you could say A1.
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#3 | |
![]() Join Date: Aug 2010
Posts: 212
Location: Mold (Yr Wyddgrug), Wales, UK
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Quote:
You wouldn't really be able to change it anyway, all the old players on PR:BF2 are used to saying A1, and the newer players will simply use that system as well. | |
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#4 |
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PR:BF2 Developer
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Ye, while ARMA2s map grid system is far more realistic and is the standard of maps in r/l, its much harder to understand from anyone who hasn't been taught and tbh, harder to get three figure grid accuracy since you can't zoom in/out like you can in arma2, and r/l map grid sizes are much bigger per km.
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| Tags |
| arma, grid, map, reference, style |
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