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#11 |
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What about upping it from 2 to 6, two man caps seem more of a ninja thing to me personally, and requires less teamwork & footwork to get done. The bleed idea would be interesting, as a replacement for the current & bad bleed system.
I still want my 4-6 hour games back. |
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#12 |
![]() Join Date: May 2012
Posts: 228
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Off-topic:
I know what they should make! A basketball kit. Think about it. You are waiting at the base for your squad. The pilot is respawning, and you are bored waiting. At the base, you have a basketball hoop. Give basketball kits that can shoot hoops. Only thing is how you can make it so the other players can steal the ball. Only disadvantage is a couple of people bringing the kits with them on insurgency and using the ball as distractions, since this game is realism, communication and team-work based. In real-life, you wouldn't be Dennis Rodmann bringing a ball into a firefight and throwing it. But as an easter egg, it would be pretty cool. |
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PR 1.0 looks pretty badass
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#13 |
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I like the 10-15 min secure idea too, but i think it would be even better for the gameplay to delay the attack order on the next flag by 5 min or so (if its possible).
so when you capped a flag you cannot cap the next one for the next 5 / 10 minutes. edit: similar to the bf3 rush delay |
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#14 |
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Banned
![]() Join Date: Jul 2008
Posts: 4,141
Location: Cerkno
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Zoddom, that one is also good, better than mine, didnt think of reversing.
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#15 | |
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Quote:
This could actually create a healthy balance between attacking and defending and preventing many headless (but damn effective) steamroll tactics. Me like. | |
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#16 |
![]() Join Date: Nov 2007
Posts: 1,973
Location: Vancouver
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I like Zoddom's idea. Delay not your ability to keep a flag but your ability to start attacking the next. This will allow the faltering team to set up defenses if they do not feel confident in any counter attack efforts. Though i do feel 15 minutes will be too long, this is still a game after all.
this should also force the advancing team to hold and fortify their newly gained position and better simulate the proper advancing of a defensive line behind the main fighting force. currently the game is all about rhythm, where the team with the better timed leap frog generally wins. Although rhythm is important in the real world, it is almost always second to proper tactics and planning. this should force a balance between timing and planning within PR. Timing shouldnt be about getting to the flag at the right time, it should be about keeping formation of the assaulting force on the flag |
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Anything can be a weapon, anyone can be a threat. Never under estimate the combat ability of your opposition. He may seem weak and harmless now but even a dead man can carry a few pounds of explosives in his gut or deliver a decisive blow by rotting away in your water supply.
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#17 |
![]() Join Date: May 2010
Posts: 522
Location: Riga
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Zoddoms idea FTW! It would make oh-so-not-rewarding defending more fun.
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"Against a regiment I oppose a brain / And a dark horse against an armoured train."
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#18 | ||
![]() Join Date: Sep 2010
Posts: 1,109
Location: Porto
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Quote:
Quote:
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#19 | |
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Banned
![]() Join Date: Jul 2008
Posts: 4,141
Location: Cerkno
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Quote:
Now were at delaying the assault flag opening for 10-15 minutes. You can still send troops there but they cannot prevent the cap. If the game is not in play, team shouldnt have any effect on it. | |
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#20 | |
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Quote:
A basketball kit only players with basketball kit can take and throw the ball. To the flags: When a team takes a flag of the enemy, the next attacking flag will be showen directly and on a random defined position of the map for the defending team. The enemy will get informed afer 10 min where the next attacking flag is. Problem is that you only will fight the whole round about 2 flaggs. Mostly the middl flaggs is fighting for. So to get more interesting places and new gameplay aspects in the game, random flags would be grate. | |
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Last edited by ChallengerCC; 07-09-2012 at 06:15 AM..
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| aas, delay, flag |
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