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Old 02-06-2008, 08:47 PM   #11
BloodBane611
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I agree with Masaq and Irish. Your team was the problem, not the system. Bunkers are pretty fragile, RPs and explosives should let you take it out quite easily.



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Old 02-06-2008, 09:10 PM   #12
Gyberg

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People whined about the same thin when RP's were introduced.... it's simple.. if a spawnpoint is getting camped, DONT SPAWN THERE!


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Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
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Last edited by Gyberg; 02-13-2008 at 01:59 PM..
Old 02-06-2008, 11:45 PM   #13
l|Bubba|l

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Quote:
Originally Posted by Outlawz View Post
So after a month of 0.7, I've noticed two things about bunkers and firebases. First one would be, that on bad rounds these two assets get camped too often by players, that requested support or a marksman kit and have no explosives on them or in their squad and so they decide to camp the asset and keep killing the defenders spawning there.
One might say that an engineer/spec op will come soon, but after seeing 3 squads just sitting around a bunker camping it for nearly 5 minutes and not even trying to destroy it it makes you wonder.

Of course, it's player-side and we cannot mod players. :/
One thing I do remember, that would fix this and probably isn't do-able, is putting spawn armor on players. I remember in Delta Force BHD, they had a 10 second spawn armor, so when you spawned, you couldn't get killed by campers at your main base or claymores, that some d*ck placed around a capture-able spawn.
Let me quote myself.
Quote:
Originally Posted by l|Bubba|l View Post
Just don't spawn there anymore and relocate the RP. We have VOIP to communicate.
There isn't a great difference between a destroyed or strong compromised RP.
The only little difference is the dourness of people that forces them to spawn there even if they know that they will die in seconds.

The same goes with bunkers or firebases but there is better chance to secure the asset after a counterattack.
http://www.realitymod.com/forum/f10-...tml#post582501


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Old 02-07-2008, 04:40 AM   #14
Death_dx
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What about making it so the bunker isn't a spawn point but instead a perma RP (as in permanent until the bunker is destroyed) is then allowed to be setup 100-50 m or so from the bunker. Makes it pointless to camp the RP since you could just go blow up the bunker (and thus remove the perma RP).
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Old 02-07-2008, 09:37 AM   #15
Sadist_Cain
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Nothing really needs changing Imo.

Enemies on a bunker have no chance of a respawn if there's constant covering fire on the bunker. This suppresses the enemies respawn for a limited amount of time, They may choose to charge for you and may or may not succeed in defending their bunker from your attacking wave.

They might choose to put down an RP and attack you from behind

Or they could bring all hell down on you and use the whole team to defend their precious bunker.

In short once you see a bunker it is the priority to destroy it. Once you have contact with the enemy you're on a timer to destroy that thing before you become locked in place.

In fact its the lack of that timed pressure that results in the camping (campers need a fire under them to make them move in other words)

Heres the idea

I agree, Spawn camping is far to easy an option for 0.7 right now and slightly spoils the realism thing.

I also agree, Different tactics and more teamwork could have made the situation different.

Solution... Encourage the use of different tactics more


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