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#41 |
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Re: [Gameplay] Deployable Assets
Me too... And so many time i seen people go commander just for give Target Coordinate for A10 since Laser from Soflam dont stay enought long time. Maybe something is on the way may be not, but, i think Squad Leader should be able to give target coordinate, whit or whitout commander. Close Air Support work whit Aircraft and Radioman down in the field, they dont rely on Commanding chain for that...
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#42 |
![]() Join Date: Feb 2006
Location: Twickenham
Posts: 148
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Re: [Gameplay] Deployable Assets
Sounds good
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#43 |
![]() Join Date: Jul 2007
NorwayLocation: Norway
Posts: 3,065
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Re: [Gameplay] Deployable Assets
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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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#44 |
![]() 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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#45 |
![]() Join Date: May 2008
United KingdomLocation: London
Posts: 32
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Re: [Gameplay] Deployable Assets
Hmmm... not too sure on this. I dont like the idea of squad leaders being able to deploy assets without a commander. Yes, its annoying when there isnt a commander to accept build order. BUT, how annoying is it going to be to see 2-3 firebases in the most stupid positions done by some idiot. [Idea: What about assets only being able to be deployed by a squad of 5-6?]
I liked the whole defensive/offensive asset system in 0.75. I hope by giving so much freedom on where to deploy them we dont loose the strategic options commanders have. I may be wrong, but I think we might see careless play with a bit more freedom. I hope a lot of testing goes on before release, with so much antisipation and people expectations so high it could all go badly wrong |
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#46 |
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Re: [Gameplay] Deployable Assets
Nice changes
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#47 | |
![]() Join Date: Jun 2007
MontserratPosts: 1,596
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Re: [Gameplay] Deployable Assets
Quote:
As soon as anyone goes CO they can remotely shut down these rogue or useless firebases in seconds with a right click of his mouse on the map. CO has complete control in that respect One thought I had about the CO post is what will be done about beach assault maps like Jabal. Will this asset be tied to the beach flags and spawn in like a vehicle, it wont be much use situated on the carrier | |
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#48 |
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
United States of AmericaLocation: Southern California
Posts: 227
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Re: [Gameplay] Deployable Assets
Well, I thought the empty space was quite obvious...
Deployable TOWs? |
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TacticalGamer | TacticalGamer: Project Reality Forum | TacticalGamer: Contact an Admin Forum
![]() PR NA Test Team: Breaking the DEV's Hard Work, One Build at a Time. |
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#49 |
![]() Join Date: Feb 2007
Posts: 186
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Re: [Gameplay] Deployable Assets
Well I can see that the AAs, and the HMGs will help out big time when it comes to defence for fire bases. The AA guns will be back to normal for manual AA right? that crappy thing we have now IE Stinger turret sucks.
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#50 |
![]() Join Date: Jul 2007
NorwayLocation: Norway
Posts: 3,065
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Re: [Gameplay] Deployable Assets
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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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| antiair, assets, bunkers, commander, deployable, firebase, gameplay, hmg, outposts, razorwire, rules, sandbags |
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