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Old 01-01-2008, 12:52 AM   #21
Lieutenant-FPS-Bob

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I got to do a battle on Kashan where my team (USMC) dominated, and my SL laser designated several MEC tanks for the A10, and everything went great, and then the Commander erased some enemies with the JDAM. It's awesome, I just wish supply truck and APC spawning was still there.

Other than that, everything I wanted, firefights are awesome.


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Old 01-01-2008, 01:00 AM   #22
Expendable Grunt

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I had an epic match on Kashan.


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Old 01-01-2008, 01:09 AM   #23
joethepro36

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nice to know...
want to know what anger looks like??


5 hours straight with 5 mins left, im going to murder you all when i get it working

(note to the non-firefox users, my download has froze)
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Last edited by joethepro36; 01-01-2008 at 01:19 AM..
Old 01-01-2008, 01:17 AM   #24
PlatinumA1

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One thing , try tanking in al barash n see how long u last
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Old 01-01-2008, 01:21 AM   #25
[R-DEV]Outlawz7
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Bad:
-people instaprone a lot due new weapon handling, kinda reverts back to 0.5
-situational awareness is all time low due no auto spotting and minimap removed

-Militia and Insurgents seem to be the 'ninja' factions: we missed out one guy, ONE GUY! on Fools Road @ Estate and he killed us all before he got naded.
-lone wolfs sort of succeed still (read above)
-Basrah feels like 0.5 now, you really die a lot as British and the technicals with laser .50 cals were used against us, wiping off our squad all the time.
-Challenger 2 does have incentive to provide support, but everyone thinks, they're frigging invincible in the tank while the infantry gets wasted
-solo armor still popular somehow
-still get headshotted every third death.

Good:
-slower gameplay, less zerg rushes
-accuracy is great, no more sniperiflemen, but instaproners are an issue
-Scimitar is sexy
-no autospotting
-commanders are a must
-transporting is important unless you like walking most of your play time
-horribly powerful IEDs and bomb trucks (theres no way to escape them)
-new compass

Misc:
-people requesting SF kit to be 1337 or to have a '1337' gun while fighting alongside regular infantry
-gunfire is really similar, hard to tell between L85 and Ak47
-support guns are 'heavy'


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Old 01-01-2008, 01:25 AM   #26
Crusader09

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Quote:
One thing , try tanking in al barash n see how long u last
We seemed to manage pretty well just for a two man squad.

Bunny hoppers are still a problem when they jump away after shooting an RPG at a tank that's looking straight at them.


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Old 01-01-2008, 01:28 AM   #27
00SoldierofFortune00

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Their definately needs to be a delay on the technicals and .50cals on vehicles like their is on tanks and apcs. Makes it way too easy to switch to one spot and just noob it up with a .50 call. And since the aiming sucks hard, how are you supposed to take out a guy who jumps in a 50cal in .5 seconds and shoots at you?

This delay needs to be at least 10-15seconds.

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Old 01-01-2008, 02:46 AM   #28
[T]Terranova7

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Here's a story on how a recent round went.

I only played Assault on Mestia for a full round so far (took me like the whole day just to download the mod). Overall, the game has become a lot more difficult thus far. I was just SL on the DVB server (I think it just crashed, I'm not sure) but anyhow, for the entire round we battled over the East Tower. In the beginning, I attempted to maneuver and rally the squad east of the CP, and tried to get some guys to go hunting for enemy rally points. We were constantly ambushed by the militia fighters, and after some frantic fighting we were slaughtered. The lack of minimap and spotting makes battlefield awareness extremely difficult. It wasn't long before they were just sprawling from all directions.

Regrouping has also become essential with the lack of SL spawn. The second time around we positioned ourselves just south of the East Tower, down the road. I waited till the the necessary squad members were all formed up, and we swung around the west side. We had much more success making a direct assault in this manner. We cleared the bunker with flashbangs and frag grenades, and then secured the area. We eventually neutralized the flag, but it wasn't long before the militia counter-attacked with an APC and a swarm of infantry. It wasn't long before we were overun. Once again, the new spotting system makes it difficult to assess the situation. I found myself constantly asking squadmates about the their current situation.

We did the same thing again later on, but this time we had support from squad 4. One of my squadmates was also able to locate and destroy the enemy rally point, which made securing the East Tower achievable. We held the line, as we awaited other squads to take West Tower. We tried to get the commander to drive a supply truck up so we could establish a bunker, but that's where it got ugly. Thanks to the conveniently placed fallen tree blocking the road, the CO tried to take the truck off-road to our position. I left my post in an attempt to guide the CO through the area, but it wasn't long before the militia heard the truck, and ambushed us. Myself and the commander were killed. I respawned at our rally, and attempted to secure the supply truck again. The East Tower came under attack though, and most of my squadmates were killed in the process. In addition, our rally point was found and destroyed.

I drove the supply truck back to base and picked up my men (Once again, another example of regrouping). East Tower was officially recaptured by the militia, but we proceeded up the road anyhow. We stopped for a second (I was going to place another rally point) but we were immediately ambushed. I ordered everyone back in the truck and we pressed on until I came up to the roadblock. I ordered everyone out and we retreated into the forest just west of the flag. Remarkably not a soul was killed during the ambush. We attempted a futile attack on the East Tower again with not much success. The enemy tracked our rally and destroyed it once more.

After that, the game slowly came to an end. We tried once more to attack the flag, had a support gunner put down some heavy suppression fire on the bunker, but everyone else that was advancing got cut down by infantry lying in wait within the bushes.

Overall, battlefield awareness is extremely difficult to assess now. The lack of SL spawning makes regrouping essential. All good things in terms of reality. Definitely changes how the game is played, but also makes things very hard.

I found the new sounds absolutely awesome, I think they're the number 1 highlight of 0.7 in my book.


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Old 01-01-2008, 03:43 AM   #29
RHYS4190

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Insta proners not again :/. well nothing is ever perfect. and i always founld insta proners in BF2 fun thay try that i just side step them and shot them.
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Old 01-01-2008, 03:56 AM   #30
[R-DEV]Outlawz7
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I find M16A4 too accurate compared to other rifles.

I did a small test with M16A4, G3 and L85.
Created a LAN game, then spawned in, jumped around, prone dived up and down to make my aim as worse as possible. While the G3 was inaccurate for 4-5 seconds until it finally shot the spot, where I aimed, the L85 bullets swayed around and it took longer to steady the aim. The M16A4? I just stood up, fired one inaccurate shot, rest were all on target with little deviation or inaccuracy.


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