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Old 04-23-2017, 06:54 AM   #21
[R-DEV]AlonTavor
PR:BF2 Developer
PR Server License Moderator
Default Re: INS

Quote:
Originally Posted by inb4banned View Post
Set a 45min timer to INS, each destroyed cahce adds 20min to the timer. So if blufor is just farming kills it ends in 45min.
I don't think we can even change the in-game timer mid-game

Actually, we can. sv.timelimit seems fine with in-game adjustment.
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Last edited by [R-DEV]AlonTavor; 04-23-2017 at 11:58 AM..
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Old 04-23-2017, 07:54 AM   #22
[R-DEV]Outlawz7
PR:BF2 Developer

[R-DEV]Outlawz7's Avatar
Default Re: INS

45 mins? If you're seeding on Ins, then every game would be over before server populated.

Alon, I suppose we could run a parallel timer in Python or something for that.

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Old 04-23-2017, 09:46 AM   #23
RAWSwampFox
Default Re: INS

Good Morning,

While I understand and partially agree with the OP, I think taking away assets from the game kind of "babysits" or "appeases" the people that are unable to tactically break away and attack the mortar fob. I would rather have mortars back and take away the area attack. With this option, I believe that it would actually reinforce teamwork on Blufor. While yes, you can mortar the cache 24/7, until you take away the hideouts, it does nothing. The mortars are not going to destroy the cache and when there is a break in the mortars, a good opfor team will ambush the invaders quickly.

I'm still waiting on the commander to be able to deploy the unknown cache and move it when needed like in INS v2.0.

-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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