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#11 |
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Banned
![]() Join Date: Feb 2006
Posts: 1,234
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you are correct about the NVG's - check out ATN's site for realistic images. However, I think that night maps offer a huge change for BF2 (minus the SF pack) and the only way they will improve is with testing and play.
So i think they should have been included so that we can discuss them, give some advice to the DEVs and get a better product for .4! Nice server too! |
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#12 |
![]() Join Date: Jan 2006
Posts: 145
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I agree, Maverick. You can't expect to get everything perfect without some trial and error and experimentation. I'm fine with keeping it in. I just hope if there is a hotfix for something, you guys could fix the uniforms while you're at it.
Great release. Very few cons and all the rest pros. I'd say, extremely Good job PR team. You have taken the potential of PRMM and made it a reality. Get it? Reality? LOL, I kill me! ...OK, so it wasn't really funny. But it made me laugh. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Free your mind, and your ass will follow. F.N.G. |
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#13 | |
![]() Join Date: Mar 2006
Posts: 446
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Quote:
I agree this is a great mod release... keep up the great work. | |
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[COLOR="Red"]PR is Fun!
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#14 | |
![]() Join Date: May 2006
Location: Troy Michigan
Posts: 4
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Quote:
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#15 |
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Banned
![]() Join Date: Feb 2006
Posts: 1,234
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Might be missing your point here - please clarify
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#16 |
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Banned
![]() Join Date: Apr 2006
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,676
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I played Karkand night ops earlier and didn't turn on my goggles once. They decrease your peripheral vision and are only really effective when you want to see a slightly longer distance ahead of you. One thing I found fun about night maps is smoke. It's pretty much opaque, although for some reason smoke is a light source and is always white, no matter where lighting is.
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