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#11 |
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WIth mobile AAA I always saw films of the ZSU 23/4 being used in concealment in wooded areas in the european theatre. They were shielded and used specific moments of aircraft interception to avoid them appearing on radar and IR acquisition capabilities of opposing forces.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen! |
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#12 | |
![]() Join Date: Jan 2007
Posts: 366
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Make them destroyable by normal weapons, and problem solved. | |
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#13 | |
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PR:BF2 Developer
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "yesturday a steam server explowded and we lose alot of account infermation. to verify that you have steam i will need your username and password or your account will be deleted " |
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#14 |
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Mapping Manager
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i think right now they are deployed as anit air guns and not infantry engagement weapons...
should they be used for infantry engagement?? IMO damn right...i have a gun a nice juicy enemy meatsack...let the lead fly... one problem with having them in more infantry "friendly" positions is that they are very efficient infantry killers due to high ROF and splash damage... TBH though...if we did put them on the roof tops in albasrah i dont think they would last very long.. first thing US would smoke and they dont respawn i believe... also rooftops wouldnt allow them to engage infantry as those AA guns cant aim below horizontal (well a little but) |
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#15 | |
![]() Join Date: Nov 2006
Location: Calgary
Posts: 4,629
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They don't respawn. But you can repair them. Unfortunately whenever you do, every American hears "artillery is back up and running". | |
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Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance Originally Posted by: [R-MOD]dunehunter don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat |
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#16 |
![]() Join Date: Nov 2006
Location: Inside the "Search Function".
Posts: 4,842
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Gameplay Balancing Issues
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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#17 |
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Balance is stupid and unrealistic.
Sorry if that sound rude, but it's exactly how I feel about it... |
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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. |
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#18 | |
![]() Join Date: Feb 2007
Posts: 32
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#19 | |
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PR Mapper Team
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Its kinda simple why they are in such "crappy" locations. The main reason is if you put them in a to useful location then they just become so obserdly powerful and tottaly throw off the blance of the maps.
good exsample would be when there was a AA Cannon next to the docks flag on muttrah, had a really good view over the sea and could really engage most targets as soon as they managed to get off the carrier. I put it there at the time thinking along the lines "if the USMC looses the docks they deservr to get raped by it" but then every one on the forums started complaing alot about it which is kinda understanble after it was really hard to take the docks at the begging with the really long chopper warm up times, the flag cap time etc even if you took a boat by the time you got to the docks a MEC squad was already there opening the champain Quote:
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#20 |
![]() Join Date: Feb 2007
Posts: 32
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You can have other ways to counteract well placed AA. Simply dumbing down their existence is what BF2 did (only to a much greater extent).
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| Tags |
| absurd, air, anti, placement |
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