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Old 04-16-2009, 11:59 AM   #11
addaco

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Default Re: Firebase extra asset and takedown idea

I agree with rudd.

Mayby if you build near a cp you can have more mgs's, wire ect.

That could stop putting firebases in bad positions

The old system was good


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Old 04-16-2009, 12:14 PM   #12
AnRK
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Default Re: Firebase extra asset and takedown idea

Could of sworn I posted earlier, nevermind. Anyway I don't reckon the ammo dump idea is gonna work out that well, if there were to be such a thing I think it'd be best that it needed reloading with crates, but I don't really see what it does more then crates in that situation. Having an unlimited supply of ammo near a firebase isn't a very good idea if you ask me cos it kinda ruins the whole logistics system.
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Old 04-16-2009, 12:17 PM   #13
arjan

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Default Re: Firebase extra asset and takedown idea

guys dont go offtopic, its about having a new model for the firebase, not a old system with wire and stuff...
old system might be good, but my idea is about bunker takedown being harder than it is now.

if we could give firebases a sandbag bunker model with a door, the rifleman specialist would be required for a squad if they want to open it to kill the radio inside it. thus requiring teamwork.

@ AnRK: its not really a ammo ressuplie, but a place to get kits from.

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Last edited by arjan; 04-16-2009 at 12:25 PM..
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Old 04-16-2009, 02:09 PM   #14
GoreZiad
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Default Re: Firebase extra asset and takedown idea

Agree with Rudd. Though arjan has a really nice idea here, at least for CnC. Maybe make some kind of door in the bunker that opens when friendlies walk up to it, kinda like the switch on the big doors in the silo on Barracuda. But when enemies wants to get in they have to breach it.

Or something maybe.


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Old 05-04-2009, 05:59 PM   #15
{UK}Suzeran
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Default Re: Firebase extra asset and takedown idea

Quote:
Originally Posted by J.F.Leusch69 View Post
but how do you get out of the firebase without having to breach the door yourself?! maybe was a trigger effect?

i think the FOB at the moment works well (apart from the knife thing), but it really should offer more protection, also more protection for the guys spawning there. that way we might also "stop" this spawn rape
*slaps forehead with palm* ud just spawn around it like when u spawn normally at a FB, itd be easy to do BUT couldnt offer cover thatd be bad so maybe the radio room would have door, that make foxholes more important just a quik suggestion
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Old 05-04-2009, 06:22 PM   #16
Vege

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Default Re: Firebase extra asset and takedown idea

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Old 05-04-2009, 09:50 PM   #17
[R-DEV]Tonnie
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Default Re: Firebase extra asset and takedown idea

I have too say i really like the ideaof having to breach then hold the enemy firebase for amin before you can destroy it. This like you said would improve both game play and teamwork (And make the riflemen specialist alot more useful). I completely support this idea and would even volenteer to make a new firebase model thats not so open.


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Old 05-05-2009, 05:19 AM   #18
cyberzomby
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Default Re: Firebase extra asset and takedown idea

hmmm. Its a cool idea but it might make it too hard. As for the ammo dump: Negative, I think its a good call of removing the kit requesting of a firebase. Now it needs supply'ing from main base where all the ammo is, if it wants to be as functional as it can be.

Sure there might be no trucks around, but you have only your team to blaim (using them for 1 ride, transports, wasting them, flipping them etc.)


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Old 05-05-2009, 05:31 AM   #19
master of the templars

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Default Re: Firebase extra asset and takedown idea

it would be nice to be able to use the actual model as a defensive position to shoot from and be reasonably safe

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Old 05-05-2009, 08:50 AM   #20
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Default Re: Firebase extra asset and takedown idea

i like this and that ammo dumps absolutely brilliant! some dev has to give the opinion on this


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