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#21 | |
![]() Join Date: May 2008
Location: Probably Al Basrah or Fools Road
Posts: 918
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Re: Changes to Basrah [Gameplay]
Quote:
Again, I do not agree with any difference at long range to make civies stand out, as I have said I support them looking the same. If that is the main point of contention between us in this arguement then there is nothing more to discuss, we simply do not agree on the point. | |
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-[R-COM]TheScott666 |
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#22 | |
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
Quote:
For those of you who spout "Don't dumb down the game for those few" guess what the cache system was changed for? Dumbing down insurgency. It does promote teamwork (or at least having more than 3 people in one place) when you can only attack a cache or two at a time. One attack chopper would be something to see tested, to see if it would be able to return. With the current amount of RPGs active on the insurgent side, it should encourage making sweeping runs and the like instead of just bolting in, and hopefully insurgents will have something to actually fear from the skies now and then. | |
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#23 | |
![]() Join Date: Nov 2007
CanadaPosts: 434
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Re: Changes to Basrah [Gameplay]
Quote:
i do believe that all caches should be active at once, although intel only available for 3 at a time, that way you can have the realistic sense of patroling for cahces and the teams that wanna have a good fight. In other words those of us with disciplin and sweep searching skills can sweep through the map searching while the trigger happy others can go straight into the marked ones. | |
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#24 | |
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
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The second idea: That could work well, but I'd still suggest reducing the number available and the number overall, personally. | |
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#25 |
![]() Join Date: May 2006
Location: Wouldnt you like to know
Posts: 879
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Re: Changes to Basrah [Gameplay]
Maybe another suggestion is to keep insurgents from having a commander by either not letting anyone into the position or kicking people out of it. There is supposed to be a disadvantage as far as infrastructure is concerned but not only do they get someone to coordinate between the cells in real time, that person also adds to the total grenade launcher count.
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#26 | |
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
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The game kills the commander on spawn until he resigns, last I checked. | |
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#27 |
![]() Join Date: Oct 2007
United States of AmericaLocation: San Antonio, TX
Posts: 998
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Re: Changes to Basrah [Gameplay]
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BF2s Trilogy trailer (Hero - Nickelback)
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#28 | |
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
Quote:
I hope that gets removed then, luckily I haven't seen anyone use it but I just don't think that insurgents should ever have a commander. | |
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#29 | |
![]() Join Date: Jul 2007
NorwayLocation: Norway
Posts: 2,949
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Re: Changes to Basrah [Gameplay]
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Around 300 meters, yes, 300+ VERY unlikely. | |
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Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity I Jaymz
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#30 | |
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
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RPG kit has... binos. Binos have... markings. Those markings can show you... the middle of the screen. Binos, aim, switch to rpg, iron sight in, fire. Especially if they have moved perpendicularly away from you and then stopped. | |
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