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#101 | ||||||||
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I think some of your ideas are good. Some others need to be edited. Quote:
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Mortars would be fine if suggestion 12 was implemented. | ||||||||
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Intelligence is not required if you know what you are doing." To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. - NATO Charlie - 9 Army Air Corps - NCO |
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#102 |
![]() Join Date: Sep 2009
Posts: 184
Location: Miami, FL
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How to improve insurgency?
Give the arty IED a wrench that can repair the cache. No more Kiowa killing the cache, no more tank shooting once and the cache slowly smokes to death. If insurgents over-run a taken cache quick enough, they might save the cache, etc.... Would even promote team play and discourage lone wolfing on Blufor side. |
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#103 |
![]() Join Date: Nov 2008
Posts: 1,675
Location: Alberta
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One blufor guy can't take out a defended cache by himself unless he is:
1. A combat engi; only 2 for US team remember 2. Good enough to kill all the defenders Plus if the wooden door to the cache is open as well. |
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#104 |
![]() Join Date: Jun 2009
Posts: 1,254
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I think the only viable option is to limit the civilians' spawn points IN the cities.
And they will be out of ROE if they step out of the city boundaries(therefore if a tank stays out of the city and has any trigger control, it will not encounter civie exploits). |
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| improve, insurgency, suggestions |
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