project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Suggestions
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR:BF2 Suggestions Suggestions from our community members. Read the stickies before posting.

Contact Support Team Frequently Asked Questions Register today!

Closed Thread
 
LinkBack Thread Tools Display Modes
Old 10-09-2009, 08:03 PM   #21
Jedimushroom
Supporting Member

Jedimushroom's Avatar
Default Re: Adding transport helos too Fools Road and Kozelsk

I agree, scenario realism can go away, we need some interesting combat mechanics over here!

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Jedimushroom is offline
Old 10-09-2009, 08:52 PM   #22
Kruder

Kruder's Avatar
Default Re: Adding transport helos too Fools Road and Kozelsk

Quote:
Originally Posted by [R-DEV]dbzao View Post
Yea, because everything else you said in my quote is true...
Maybe u should try it with a clearer language or provide me some links about what you are trying to tell (pls note that i cant talk the way u talk to me,or i'll get infraction points/ban)

Kruder is offline
Old 10-09-2009, 09:12 PM   #23
[R-CON]ReadMenace
PR Contributor

[R-CON]ReadMenace's Avatar
Default Re: Adding transport helos too Fools Road and Kozelsk

Quote:
Originally Posted by Kruder View Post
Maybe u should try it with a clearer language or provide me some links about what you are trying to tell (pls note that i cant talk the way u talk to me,or i'll get infraction points/ban)



See. Were they slated for demolition I wouldn't have slaved away on the Russian kit geometries -- knowledge their existence has been public since August 3rd.

On Topic:
Transport choppers -- maybe.. An attack or hybrid of the two would make either maps very cramped.

-REad
[R-CON]ReadMenace is offline
Old 10-09-2009, 10:15 PM   #24
Rudd
Retired PR Developer
Supporting Member

Rudd's Avatar
Default Re: Adding transport helos too Fools Road and Kozelsk

Quote:
Originally Posted by [R-COM]Cheditor View Post
A helicopter on fools or kozelesk would kill the chechens outright. The way the chechans win is through hit and run attacks and ambushes, but if the russians can just leapfrog any possible defence the chechens are mounting, then russians will just always win.
trees block vision - requires teamwork between ground and air (i.e. fun)

Chech have plenty of places to hide

Russians lose their tanks to balance, maybe even an APC and their BRDMs.

Quote:
Maybe u should try it with a clearer language or provide me some links about what you are trying to tell (pls note that i cant talk the way u talk to me,or i'll get infraction points/ban)
seriously lol


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

"You the people have the power to make life free and beautiful, to make this life a wonderful adventure."
I'm AFK until further notice, have fun guys.
Rudd is offline
Old 10-09-2009, 10:26 PM   #25
mat552

mat552's Avatar
Default Re: Adding transport helos too Fools Road and Kozelsk

Quote:
Originally Posted by Dr2B Rudd View Post
Russians lose their tanks to balance, maybe even an APC and their BRDMs.
Considering the terrain and how few places any chopper bigger than a littlebird can actually land, let's not be hasty about stripping a team of their primary assets. Helicopters are always secondary assets on a non amphibious assault map.

Personally, I don't think helicopters would add anything to Fools Road (might even subtract from it), and the benefit to Kozelsk would be questionable at best.

I do think the Russians need some Airborne assets, but if they get shoehorned into where they don't belong, we'll quickly tire of them and not want to see them anymore.

Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
mat552 is offline
Old 10-09-2009, 10:27 PM   #26
Rudd
Retired PR Developer
Supporting Member

Rudd's Avatar
Default Re: Adding transport helos too Fools Road and Kozelsk

Quote:
I do think the Russians need some Airborne assets, but if they get shoehorned into where they don't belong, we'll quickly tire of them and not want to see them anymore.
thing is, the 32 layers of both maps aren't being used afaik.

Make the layer, let the servers decide?


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

"You the people have the power to make life free and beautiful, to make this life a wonderful adventure."
I'm AFK until further notice, have fun guys.
Rudd is offline
Old 10-09-2009, 10:36 PM   #27
[R-DEV]dbzao
Programming Manager
Supporting Member

[R-DEV]dbzao's Avatar
Default Re: Adding transport helos too Fools Road and Kozelsk

Quote:
Originally Posted by Kruder View Post
Maybe u should try it with a clearer language or provide me some links about what you are trying to tell (pls note that i cant talk the way u talk to me,or i'll get infraction points/ban)

I don't like people making accusations that the dev team doesn't "care" about a certain faction, that it won't add anything for it, that it prefers one over other, blah blah blah.

If somebody really thinks that's the case, after all these releases, they are clearly blind or stupid.

There's a bunch of material already posted about Russians and other opfor factions, and several other in the works.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
[R-DEV]dbzao is offline
Old 10-09-2009, 11:16 PM   #28
Hunt3r
Default Re: Adding transport helos too Fools Road and Kozelsk

I'd be in favor of a single Havoc or Mi-24. The forest means you have to rely on markers and your commander to give you proper intel.

Oh, and the Chechens happen to have AA, so going in without markers and extremely good intel on AA in the area is like running into a bonfire.
Hunt3r is offline
Old 10-10-2009, 12:10 PM   #29
jbgeezer

jbgeezer's Avatar
Default Re: Adding transport helos too Fools Road and Kozelsk

Im in BIG favor of helos on this maps.

YouTube Video




Speaks for itself

Live by the sword, die by the sword...

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

Ingame:G-LockCobra

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
jbgeezer is offline
Old 10-10-2009, 12:32 PM   #30
WilsonPL
Default Re: Adding transport helos too Fools Road and Kozelsk

i dont understand why only marines/usarmy have transport choppers in pr...


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
WilsonPL is offline
Closed Thread


Tags
adding, fools, helos, kozelsk, road, transport
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 12:22 AM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.