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#41 | |
![]() Join Date: Feb 2008
Location: Espoo
Posts: 74
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Quote:
Basic artillery rounds should be available with the interval of 20mins and the JDAM in one hour. PR needs more shellshock! | |
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#42 |
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Lead Support Technician
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wow, indeed epicdam
will be great to assault the "jdamed" bunkers in kashan etc... |
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#44 |
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How'bout destrucrable Bunkers?
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#45 |
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HAHAH AWSOME LOVE IT!!!
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#46 |
![]() Join Date: Jul 2008
Posts: 51
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this is gonna be realy nice
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Keep up the good work DEVs
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Ingame name: ICEMAN-0480 |
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#47 |
![]() Join Date: Mar 2008
Location: Toronto
Posts: 339
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I think if you watch closely, the damage actually spreads over time instead of being instant. It makes sense according to Sniper's explanation of how it works.
For example, when the bomb exploded, the player didn't die until about .3 seconds later. lol Which is super cool. I guess the farther away you are, the slightly longer you might survive. |
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#48 |
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o.o so pretty much.... Nukes are now possible? Epic. xD *kidding*
=) So.. IF usmc had a jdam on Op Baracuda.... how would the tunnels work? They're pretty deep.. .> > |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Head Admin |
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#49 |
![]() Join Date: Mar 2008
Location: Toronto
Posts: 339
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#50 |
![]() Join Date: Apr 2008
Location: Helsinki
Posts: 1,017
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That thing needs condensation cloud and shockwave effects too =)
http://www.youtube.com/watch?v=VX4anYt1U0I |
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| Tags |
| area, attacks, improved, v09, weapon |
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