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Old 05-05-2009, 09:08 AM   #21
abbadon101
Supporting Member
Default Re: Firebase extra asset and takedown idea

Would it not be possible to have it so you need 3 or 4 crates to make the ammo dump hence needing more teamwork to set it up?
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Old 05-05-2009, 09:13 AM   #22
Adetter

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Default Re: Firebase extra asset and takedown idea

I totally agree,but then u have to build llooonnnngggg time.
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Old 05-05-2009, 09:26 AM   #23
Vege

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Default Re: Firebase extra asset and takedown idea

If it would be made breachable, then there should also be breachable roof hatch as sometimes you just cannot walk near the door because the firebase is placed too high.

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Old 05-05-2009, 12:07 PM   #24
Sir.Grossi
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Default Re: Firebase extra asset and takedown idea

I like the idea taken foward for a smaller CQB Map/Scenario,
using FBs or bunkers as tactical positions to be captured.
(like the bunker complex on Koselzk with more than one capture/spawn point inside it)
But I don't think it is appropriate for FBs in particular.

IMO The FB is just the representation of the centre of a controlled area.
You secure the area surrounding the FB and therefore having a 'micro'
battle inside the FB is a bit like using a sledgehammer to crack a nut.

If the enemy has made it past the front line, or you have put your FB
in the middle of enemy territory then the FB deserves to be overrun
The 'Mechanic' for doing that (ie stabbing the radio/placing incendry)
becomes pretty irrelevant.

IDK, quite like the way it is ATM



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Old 05-05-2009, 10:19 PM   #25
[R-DEV]Tonnie
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Default Re: Firebase extra asset and takedown idea

Dont let this idea die... I love the idea of having to storm and hold a firebase for a certain amount of time and then you can destroy it.


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Old 05-07-2009, 02:14 PM   #26
Redamare

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Default Re: Firebase extra asset and takedown idea

I dont know .... i totaly agree though that the firebase needs to be fixed a littlebit for one there is no need for the camo canopy it actuilay give away the position of the firebase more then it hides it. but perhaps a smaller less visible firebase can work ...


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Old 05-07-2009, 02:23 PM   #27
Ecko
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Default Re: Firebase extra asset and takedown idea

I have one major problem with the take down requirements. It's legitimizing spawn camping, the whole point of the quick 3 knifes to the radio was too discourage it.


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Old 05-10-2009, 06:17 AM   #28
Pure_beef
Default Re: Firebase extra asset and takedown idea

Devs please read this post. The thing with the FB's is that it takes a squad at least 5 mins to build up a FB and defences. Its not a fun job building them and so you would want them to last. However 1 man can come along and destroy the whole thing with his knife?! The barbed wire for example hardly keeps out anything as it can be destroyed by 1 rocket or a few rounds of apc fire.

They need to be tougher, i know the idea of them is to be a spawn point for the whole team, but you have included all these defences and to be honest the majority are useless becase they cant surive a single hit.
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Old 05-10-2009, 06:32 AM   #29
arjan

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Default Re: Firebase extra asset and takedown idea

Thanks for the support guys.

@ ecko: basicly once you breached the door, and cleared the inside of the bunker, you knife the radio.
enemie wont be able to respawn, and probaly will try and get inside the firebase to defend it.

after some minutes you hear some kind of sound (cracking radio?) and you can knife the radio again to kill the firebase fully.

i dont really see wye people go spawncamping, while going into the firebase is abit ''tacticooler''


As for the firebase model: only a door that can be breached, no windows.
becouse that would mean the enemie could first nade the hell out of the bunker and than just move in, if you make it so only the entrance is open enemie need to use breach maneaovres too.

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Old 05-10-2009, 06:57 AM   #30
daranz

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Default Re: Firebase extra asset and takedown idea

The whole point of having a radio in the firebase is to make it easy to kill in the first place. Whoever is alive after making it to the FB should be able to take it down. Imagine your specialist getting blown up by a grenade before you breach the firebase door - now you'd have 5 people hanging around the FB, waiting for him to respawn and come back, killing the enemy as soon as he spawns. It wasn't fun when it happened due to FBs being built where they were unreachable, and it wouldn't be fun with a door on the FB either.

As to ammo dumps, the whole point of a the crates is to introduce a logistics element to the game. Running out of ammo in a crate should mean no more ammo. That way, you can deny useful weapons to your enemy by intercepting their incoming supplies.


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