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#31 |
![]() Join Date: Aug 2007
Posts: 315
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if Kashan's bunkers had undgerground corridors it would be amazing.
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#32 |
![]() Join Date: Sep 2006
Posts: 1,411
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [T]BludShoT | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Admin | Leader of To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#33 |
![]() Join Date: Dec 2006
Location: New Jersey USA
Posts: 86
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. 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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#34 |
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Registered User
![]() Join Date: Mar 2007
Posts: 1,063
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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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#35 |
![]() Join Date: Jul 2006
Location: Michigan, USA
Posts: 504
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "FAIL" - Right after you drive on the grass in Gran Turismo 4 Playing PR since Halo dropping spec ops and SL spawn To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ( .3 To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ) Proud Member of the ~6 player PR clan StrkTm |
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#36 |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,546
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "The creator's concern is the conquest of nature. The parasite's concern is the conquest of men." Howard Roark - "The Fountainhead" (1949) |
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#37 | |
![]() Join Date: Mar 2007
Posts: 205
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Quote:
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#38 |
![]() Join Date: Jun 2006
Posts: 672
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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...
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Who want to get things done will find a way and who dosen't will find an excuse.
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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#39 |
![]() Join Date: Oct 2007
Posts: 964
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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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#40 | |
![]() Join Date: Mar 2007
Posts: 205
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Quote:
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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