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#31 |
![]() Join Date: Feb 2009
Posts: 81
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The whole door thing does present a problem, maybe you take out the door with a few nades?
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#32 | |
![]() Join Date: Apr 2007
Posts: 1,855
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Quote:
answer in red Removed ammo dump idea, since it was a bad idea. Tonnie, you got xfire? | |
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Ingame name: A.Behr
Xfire: arjan1994 |
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Last edited by arjan; 05-10-2009 at 07:42 AM..
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#33 |
![]() Join Date: Apr 2007
Posts: 1,855
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no more thoughts?
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Ingame name: A.Behr
Xfire: arjan1994 |
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#34 | |
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Registered User
![]() Join Date: Apr 2007
Posts: 4,727
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Quote:
I tell you! It sucks being out of ammo when you know theres tanks, APC's and infantry about! We finally got a supply crate and we managed to hold out a little bit longer. Than the server crashed xD EDIT: Surprised to see you have switched your oppinion on the ammo dump since I came up with the same point when you just made this topic. Just noticed you removed the idea so excuses about this first bit. The reinforced bunker without windows does not sound fun or gameplay balanced at all. One guy in there with a shotgun or a LMG can easily hold that Firebase for ages. /like I said before in this topic. You say it adds teamwork to take out a firebase? Have you ever assaulted a flag that had a supporting firebase near it? (in a good spot) I can tell you it takes a lot of teamwork and usually more than one attack wave to take that sucker out. Sure it also happens that 1 guy runs in and knifes the thing, but thats the defending teams own fault! Everyone always builds it, and moves out. Than dont complain you lose the firebase. Its not like a main-base. Someones gotta defend that thing. You build a base in enemy territory and than leave it on its own. No wonder it goes down Leaving it like know adds in more teamwork since you can use a squad as FB defense and assaulting the base still takes teamwork and effort. | |
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#35 |
![]() Join Date: Jan 2009
Posts: 598
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Would it be possible to do both? Keep the current FOB and make this another option, such as more crates to build, longer build time, etc? The FOB we have now is quick and easy to build, then this would be the tougher yet more demanding firebase for both sides...
I dunno, this does seem like more a teamwork oriented FOB, which is good. |
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#36 |
![]() Join Date: Feb 2008
Posts: 2,239
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#37 |
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agreed. Old system was excellent.. though... i think we should find a better way to do it... personally, I think you should be able to pu an AA gun on the top of it
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#38 |
![]() Join Date: Aug 2009
Location: Nottingham <3
Posts: 2,014
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Tbh the only reason one guy can sneak in is because no one ever defends firebases.
I once saw someone on the Chicago Hardcore server make a wonderful Fb on Ramiel. It had a mine field on one side, wire marking a safe LZ on a flat bit of ground, .50s and fox holes and the squad defended it while my squad used it as Patrol base. I like this system, and I think the Dev's time is better spent elsewhere |
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#39 | |
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Quote:
2. - but wouldn't it be better if it is the decision of the SQL, what kind of FOB he wants to build? you can handle it like the "build - HMG/AA" button. rightclick for BUNKER, leftclick for FIREBASE. That sounds good, right ? | |
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#40 |
![]() Join Date: Apr 2008
Location: V?sterg?tland
Posts: 549
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I've always disliked the idea of one having to knife or flare the firebases in order to take them down.
To me, the idea of a firebase is not that of a fortified physical position as most people here seems to see it. Rather, to me it is somewhat what the idea of the rally point is but in a scale of a whole team. A point where the team/squads spawn, regroup and rearm and such. Somewhat a secured area to which the "imagined supply lines" go with reinforcements and such, an indicator of frontline almost. Therefor, it should also work somewhat like a rally point. Allthough, it can also be "upgraded" to act as a stronghold if one wish, by using the deployable asset. So why then have a physical object that needs to be destroyed? What I would like to see is something that works more in the way of flags so to speak. In other words, you gain controll over the area by outnumbering or killing the enemy and keep it that way for a certain amount of time. To show an example: MEC has a firebase. 2/3/x US soldiers enters the area. Simulating disruption of supply lines and reinforcements: spawn is disabled. More US soldiers enters the area and are now in greater numbers than MEC. Firebase is now slowly starting to "decompose" simulating US gradually seizing controll of the area making the area more unstable. US greatly outnumbers remaining MEC soldiers which consists of maybe 2 soldiers. US now has controll over the area and the firebase disappears after x amount of time. Also, anyone even considered the amount of time it takes to construct a concrete bunker with doors? |
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| Tags |
| asset, extra, firebase, idea, takedown |
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