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Old 02-21-2010, 07:02 AM   #31
HAAN4
Default Re: Deployable Assets Expansion and the Combat Engineer

Quote:
Originally Posted by [R-CON]Rudd View Post
they are only abandoned if they are no longer useful, which is fine, there's no rule in war saying "if you dig a foxhole, you better bloody use it" afaik.

I quite like the idea personally, but I've always liked the idea of having to build things next to vehicles to repair them, much more fun than using log trucks, and takes longer

the PROBLEM is that a buildable repair also encourages camping vehicles, they sit next to it and get repaired while in combat, giving them an edge against a wide range of targets. Not really realistic unless the repair point only repairs for X number of repair points and cannot be deployed again for 3-5mins.
Vehicles camping are a waste homie!, since a well build fire base alerdy have all it needs, and vehicles need for eficient atack operations.

and, a well placed Heavy AT can kick the ass of those lazy crewmans.

hoever is good to make some prevention, i suport 100%¨this ideia. or anything that will work better
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Old 02-21-2010, 11:39 AM   #32
mati140

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Default Re: Deployable Assets Expansion and the Combat Engineer

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Originally Posted by AgentMongoose View Post
I like the idea except the watch tower having a spawn point.

As for the mg haters once you play in the tourny you
learn to respect those damn things.
Watch towers are good idea but without spawnpoints.

Also field hospital asset is good idea. But to make it maximaly realistic medics should only be able to stop bleeding, and than player must go to field hospital to be healed. Just imagine.


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Old 02-21-2010, 08:17 PM   #33
[R-COM]rushn
Support Technician
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Default Re: Deployable Assets Expansion and the Combat Engineer

I think maybe hospital should just have a quick acess to medical supplies like patches and epipens
same with ammo tents?
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Old 02-22-2010, 04:57 AM   #34
Doc_Frank

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Default Re: Deployable Assets Expansion and the Combat Engineer

Reflecting on the other part of the topic, I think the engineer's role should be increased. If a SL has the kit, it would be practical if it was functioning as an officer kit. Makes logistic squads more effective.

"The torture never stops."
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Old 02-22-2010, 06:39 AM   #35
[R-DEV]Sniperdog
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Default Re: Deployable Assets Expansion and the Combat Engineer

Good idea I like this.


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Old 02-22-2010, 04:39 PM   #36
[R-COM]rushn
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Default Re: Deployable Assets Expansion and the Combat Engineer

I was thinking maybe a Radar that detects vehicles that come close which prepares the AA and AT guys since people usssually mount on them too late
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Old 02-22-2010, 04:43 PM   #37
[R-CON]Jafar Ironclad
PR:BF2 Contributor

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Default Re: Deployable Assets Expansion and the Combat Engineer

Don't need a radar when you have your ears (and good team recon). Furthermore, if I recall correctly, you can't make BF2's scan spotting system detect some threats in scanning range and not others (the system can't be made to show only vehicles and exclude infantry).

Furthermore, radar systems are strategic assets IRL and are deployed as such (AWACS, ground warning radars, etc.); how does one justify building them in the field when a radar system would probably be made a map objective?


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Old 02-22-2010, 06:19 PM   #38
[R-COM]rushn
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Default Re: Deployable Assets Expansion and the Combat Engineer

well it can detect everything then from friendlies to enemies or maybe just have a radar station that a team can cap to get an extra advantage? but make it farther away from main objectives
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Old 02-22-2010, 06:42 PM   #39
[R-DEV]Drav
PR Artwork Team
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Default Re: Deployable Assets Expansion and the Combat Engineer

I'm going to go out on a limb here and risk this kind of humiliating horror:

Quote:
Originally Posted by [R-DEV]Jaymz
Rhino, thats WRONG

Anyway, here we go....

A Radar deployable....No.

Thats not going to happen.
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Old 02-22-2010, 06:59 PM   #40
PuffNStuff
Default Re: Deployable Assets Expansion and the Combat Engineer

Well as for the deployable repair station, just have it go through supplies faster. Say, one supply crate would only allow X armor points to be repaired. Have it be stackable so that it can take supplies from multiple crates. Its not like the only thing you need to repair something is a torch. NO. You need spare parts and replacements.

Say a tank parks next to the deployable repair station but only 2 crates are there, it would only heal that one to full health, but blow up after they are done. Needing another supply drop to continue repair operations. After a while of no supplies around, it (the deploable repair station [drs?]) blows up.

Getting more supplies? Find more ways to go through them instead of having them sit there.
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