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LinkBack (20) | Thread Tools | Display Modes |
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#21 |
![]() Join Date: Jun 2008
United States of AmericaPosts: 351
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Re: [Gameplay] Deployable Assets
I have a question, if any SL can set up a FOP (Forward Outpost) then wouldn't any SL just place it wherever they want, with no regard to the overall team? Essentially using them as personal rally/re-arm points for their squads? Is there any sort of counter-measures to prevent such abuse and lack of team-work in the absence of a Commander?
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#22 |
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![]() Join Date: Sep 2005
United States of AmericaLocation: Alaska
Posts: 104
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Re: [Gameplay] Deployable Assets
I'll throw in my point for this one, being:
- Placing a command post anywhere at any time could be (and was at times) abused, i.e. for getting a command truck into/on top of an inaccessible area. Another abuse could be moving it out into the middle of the battlefield for repairing/rearming armor, which removes the necessity for Engineers and is pretty much unrealistic. - One more thing the commander needed to "build". This just reduces the "construction foreman" task for the commander once again. Just to add... What purpose does the command post truly serve? The only thing special I about it, is it's ability to repair vehicles, and spawn supply trucks. Why not have something more along the lines of a repair depot at main bases, or FOB's? |
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#23 |
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Re: [Gameplay] Deployable Assets
Nice changes.
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#24 |
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Re: [Gameplay] Deployable Assets
I thought FH2 had a good mortar solution, why not do something similar?
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#25 |
![]() Join Date: Feb 2008
Posts: 60
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Re: [Gameplay] Deployable Assets
Yeah, Spec Ops will be more usefull now
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#26 |
![]() Join Date: Oct 2007
SwedenLocation: G鰐eborg, Sweden
Posts: 1,452
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Re: [Gameplay] Deployable Assets
sweet updates.
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![]() Some guy on another forum- "I'm an athiest so i don't believe in the apocalypse. The rest of you are ****ed." To deny all the qualities of a being is equivalent to denying the being itself. A being without qualities is one which cannot become an object of the mind, and such a being is virtually non-existent. |
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#27 | |
![]() ![]() Join Date: Nov 2006
Posts: 756
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Re: [Gameplay] Deployable Assets
Quote:
Will be perfect for op archer (So many places are inaccessible to the truck.) Of course get pilots to co-operate will be difficult. | |
![]() AKA Ecko1987 Beep-Beep-Beep. |
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#28 |
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Re: [Gameplay] Deployable Assets
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#29 |
![]() Join Date: Feb 2007
United States of AmericaLocation: Bronx,NYC
Posts: 3,128
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Re: [Gameplay] Deployable Assets
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![]() ![]() "Exactly how long does it take to get to the center of a tootsie pop?" -Me |
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#30 |
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Retired PR Developer
![]() Join Date: Aug 2004
Location: Liverpool, England
Posts: 2,119
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Re: [Gameplay] Deployable Assets
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| antiair, assets, bunkers, commander, deployable, firebase, gameplay, hmg, outposts, razorwire, rules, sandbags |
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