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#1 |
![]() Join Date: Sep 2009
Posts: 98
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I did a search but didn't find anything... so if this has already been suggested, delete it...
on insurgent maps, once insurgents take out a FOB, allow them to then build a hideout and take over any us/british assets that are still standing ie... HMG's... Don't give them the ability to build assets, but simply take them over... then once the HMG's run out of ammo, they are rendered useless... you could even have a commander icon for us/british that states the FOB has been over run & taken over... i think this would be more realistic, as couldn't anyone really operate those HMG's? if that isn't possible couldn't you just allow anyone from either team to jump into those gun nests? not sure if this falls under "Vehicles - Hotwire enemy vehicles." |
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Last edited by tim8002; 11-08-2009 at 12:15 PM..
Reason: not sure if this falls under "Vehicles - Hotwire enemy vehicles."
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#2 |
![]() Join Date: Aug 2009
Posts: 25
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Insurgents probably CAN operate HMGs, but i doudt they can properly operate the AA placements (Stingers)
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#3 | |
![]() Join Date: Nov 2007
Posts: 1,973
Location: Vancouver
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Quote:
but then again who the hell plays insurgency on the bluefor team and places an AA emplacement? the enemy has no aircraft. | |
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#4 |
![]() Join Date: Apr 2007
Posts: 3,536
Location: Cambridge
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I would like to see a better version of this for all teams.
Something where the FO belongs to the team that originally built it, unless it is in the destroyed state. If its in the destroyed state then nobody has permanent ownership of it, and it should belong to the team with the most players near the foundation. Something like the team with the highest value of Σ(1/d^2) over all players, where d is the distance of each player to the FO foundation. It should only need to be recalculated every 5 seconds when there is a player within 10m of a foundation. Of course, once you build up any FO, all assets within its placement radius that are not in the radius of an enemy FO should count as your assets. Edit: Probably better with Σ(1/d^2) over officers with officer kits, only calculated once every 5 seconds when there is an officer within 50m of a foundation. You dont want a single soldier taking over an entire FO... |
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Last edited by Jonny; 11-08-2009 at 01:42 PM..
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#5 |
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#6 |
![]() Join Date: Mar 2009
Posts: 2,118
Location: Shropshire
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#7 |
![]() Join Date: Aug 2008
Posts: 128
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vids:
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Bellator: Stupid players are hardcoded unfortunately" |
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#8 |
![]() Join Date: Sep 2009
Posts: 1,042
Location: Den Haag, behind that car wreck.
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AA is very usefull against INF, you have then much more firepower when defending a Fob with a AA. I use it very much against INF, I even stopped an infantry attack at Barracuda with a stinger emplacement.
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#9 |
![]() Join Date: Sep 2008
Posts: 2,192
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Why team-lock emplacements at all regardless of whether or not the FOB is destroyed? Is there something magical about a radio that prevents somebody from running to your FOB and using your machine gun? Yeah, you'd probably want to take out the FOB before using the emplacements but that's a matter of tactics.
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#10 | |
![]() Join Date: Mar 2009
Posts: 2,118
Location: Shropshire
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Quote:
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| Tags |
| fob, hostile, takeover |
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