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#11 | |
![]() Join Date: Jul 2009
Location: Louisville KY
Posts: 634
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#12 |
![]() Join Date: Jan 2010
Location: Lugansk
Posts: 112
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I talking about ambushing and destroying the FOBs by the enemies. The thread name is "Forward Outpost and Rally Points" and I decided to wright my opinion here. Sorry if it looks like offtop...
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#13 | |
![]() Join Date: Mar 2009
Location: Shropshire
Posts: 2,033
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i think i might have misunderstood a little though | |
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#14 |
![]() Join Date: Jan 2010
Location: Lugansk
Posts: 112
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I am talking about destruction FOB. Not cap and turn it over your team. Just destruction.
Now any enemy soldier can quietly go to your FOB, hit her with a knife and destroy. This looks like to much arkade and funny. I think that the FOB must first be blocked. That is, three or more enemy soldiers should go to the FOB at a certain distance, to keep the territory for some time, after which the FOB can be killed with a knife. Well, there is also the second version of the destruction - destruction with powerful explosives or heavy shelling APC. |
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#15 |
![]() Join Date: Jan 2007
Posts: 105
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I’m not a fan of the previous SL rally point or the current system. PR does not play the same way in full servers as it does in servers with only a squad or two per side. A full server with dedicated squads for transport and other duties goes a lot different than a server with a squad or two trying to build, run APC’s, fly helo’s and everything else. Having the ability to set a rally point is less important on full servers where everyone has built numerous FOB’s allowing spawning relatively near your squad. Being ex-military as many of you, how many times did you spawn into battle? Our problem is we are trying to make reality out of something that isn’t reality and that is inserting ppl who have died back into battle. On less than full server I find my squads ending up all over that map spawning at mains and various FOBs.
Anyway my suggested solution. Remove the static SL rally point. Have a moving RP like the para drop on some maps that stays within 200m of the SL. Nobody can camp it because nobody will know where it is at any given moment. With a 200m or less walk it will keep squads together and should improve game play for everyone. |
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#16 | ||
![]() Join Date: Apr 2008
Location: V?sterg?tland
Posts: 549
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Last edited by CodeRedFox; 02-22-2010 at 04:38 PM..
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#17 | |
![]() Join Date: Jul 2009
Location: Louisville KY
Posts: 634
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#18 | |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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jk, in any case i agree with what you're thinking, but i dont think your solution will be best. i personally like it as is for now where we have the 60 second rally. however i feel a few tweaks may be necessary as you've mentioned for servers with lower population | |
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Anything can be a weapon, anyone can be a threat. Never under estimate the combat ability of your opposition. He may seem weak and harmless now but even a dead man can carry a few pounds of explosives in his gut or deliver a decisive blow by rotting away in your water supply.
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| Tags |
| forward, outpost, points, rally |
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