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Old 01-09-2008, 09:17 PM   #31
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if Kashan's bunkers had undgerground corridors it would be amazing.


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Old 01-09-2008, 09:26 PM   #32

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Unfortunately Qinling is basically unplayable for me, and that's even after I set my settings to low. But I have a pretty old computer so, what are you gonna do...


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Old 01-09-2008, 09:27 PM   #33
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I dont know what makes me more sad...

The fact that Street is off the rotation

Or that Jessica Alba is pregnant.

Right, now they are pretty damn close....


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Though the rules of the road have been lodged.....its only peoples games that you have to dodge...ITS ALRIGHT MA..its life and life only!!
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Old 01-09-2008, 09:57 PM   #34
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"Push" maps don't work well for small maps like Street where it's infantry only and the spawn points are so close together.

People are so eager to get back into the fight after each death that they don't bother waiting for a squad/team coordinated attack; they pull a rambo, throw smoke and nades, then run in guns blazing every 35 seconds.
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Old 01-10-2008, 12:09 AM   #35

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Gah @ people who want street back, too confined even for infantry

Personally I don't like qinling, mainly because I enjoy an infantry role and I rarely get into a GOOD mech armor squad or lead one, so leads to either tanking with friends or infantry with friends... oh the agony! :P

Fools road is nice though, feels like perfect harmony - its big but it has slow respawning assets to focus the fight mostly on infantry and AT infantry and some APC squads for british

Mainly its the fact that older maps like steel thunder smaller versions RIP are leaving, and we replace them with qinling and fools road - I like large engagements at all, but I rather would play a round of OGT, EJOD, Qwai, Sunset city or fools road, rather than qinling - its just too much of a hassle - I run it fine - but then theres the tack of performance issues :/


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Playing PR since Halo dropping spec ops and SL spawn
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Old 01-10-2008, 12:13 AM   #36
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Quote:
Originally Posted by VipersGhost View Post
Captian Obvious ^^
Woah I've been promoted?


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Old 01-10-2008, 06:59 AM   #37
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Originally Posted by [R-DEV]Rhino View Post
tanks in r/l should stay on the low ground to avoid being a target. in r/l what you try to do is a tank commander is only expose yourself at a min too 1 target at a time if possible, if you go onto the top of a hill, yes you can see every target, but at the same time they can see you and fire on you, when you yourself can only engage 1 at a time soo its not such a good idea.
Is there any plans to address this issue then? On all maps that it happens? Getting tanks to the high ground seems to be a common tactic in PR and is pretty much my main complaint about these larger maps, how the armor sits on a hill and snipes or lays down random artillery fire on a cp. It's why I don't like Kashan.
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Old 01-10-2008, 07:13 AM   #38

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good point bobfish but it can be adressed pretty easy by seting one tankbuster chopper per each side on such maps...

Who want to get things done will find a way and who dosen't will find an excuse.


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Old 01-10-2008, 07:24 AM   #39

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i personally believe that maps like kashan and qingling are simply too big and have too much armour for just 64 players, maybe a couple of hundred or even thousands but when you have about 5 infantry on the ground and all the tanks hiding in hills sniping each other, it really takes the lustre out of the exiting PR firefights
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Old 01-10-2008, 08:29 AM   #40
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good point bobfish but it can be adressed pretty easy by seting one tankbuster chopper per each side on such maps...
It's a lot easier to crew three tanks and be effective than it is to pilot one attack helo and be effective. I mean these maps already have great anti-tank from the air, the problem comes in not only finding competent pilots but also coordination to lase the targets.

If map design discouraged this tactic though, for example the hill to the north-east of the Bunker is sloped on both sides, so the tank can sit on the south-west facing slope providing it with the right angle to aim down into the Bunkers, changing this to have a small cliff on the south-west side of the hill would prevent tanks from doing this easily, as the gun can't shoot below the horizon, so sitting on to the hill would not be useful. And those that dropped down the short cliff could only retreat towards the Bunkers, meaning then can't duck back for cover easily, leaving them open to enemy fire for a longer period.

Though ideally, I'd like to see a mechanic that encouraged a tank to keep moving, rather than sit still and snipe.
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