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#31 | |
![]() Join Date: Jun 2009
Posts: 1,259
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I almost did not make it over the last hill, and had to be assisted in climbing down. Now... if there was a QBZ-95 with a bayonet laying around there and have a nice traditional chinese communist song playing in the background, I would run over the hill at full speed... But anyway, stubbed toe = really affects performance especially in combat (3 weeks after hiking, I came back to U.S. and played an airsoft game by camping in the building/woods like a sniper but with my QBZ-97...cannot run...) If it is problematic in airsoft, it is problematic in real war. So... since I am alive right now... I think fall damage is just right in PR... | |
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#32 | ||
![]() Join Date: Dec 2009
Posts: 40
Location: Oregon
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Very Light: Pilot, Unarmed Light: Sniper, Crewman Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic, Grenadier Heavy: AR, Combat Engineer, LAT Very Heavy: HAT, AA Quote:
Also, I think for smaller obstacles (6 inches to 2 feet) that "jump" would be a step-up animation and take much less stamina. | ||
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Boom.............................................. ...........Headshot
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Last edited by Darknecron; 09-16-2010 at 12:00 PM..
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#33 | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PFunk - You BLUFOR snobs are utterly hopeless. |
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#34 |
![]() Join Date: Dec 2009
Posts: 78
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When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.
Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks. |
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#35 | |
![]() Join Date: Nov 2008
Posts: 1,675
Location: Alberta
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It's very pathetic, but I find no problem in keeping the system the way it is. However, I'm sure lowering fall-damage might also have some effects elsewhere in the game, such as getting ran over. | |
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#36 | |
![]() Join Date: Jul 2008
Posts: 1,046
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Very Light: Pilot, Unarmed Light: Crewman Medium: Rifleman, LAT, AP, Marksman, Medic Heavy: Officer, AR, Specialist, Grenadier, Very Heavy: Sniper, Combat Engineer, HAT, AA Reasons: Specialist squad weapons and their ammo can be pretty weighty, particularly the ammo. 18 HEDP 40mm's is a tonne of weight, and anything over a single firstline of ammo on an AR can be crippling. Radios like PR officers carry also wear you down. Specialist mobility equipment like MOE kits, shotguns and the like that Specialists model carrying can also be a pretty serious burden. Snipers and combat engineers also carry a lot of weight - snipers usually carrying extra rations, water, equipment and perhaps even a radio while combat engineers carry cumbersome explosives. Conversely Claymores and LATs are pretty light and you only carry one. Medical equiment is bulky but generally doesn't weigh very much. HAT and AA are frankly a little ridiculous to even have on the chart. A stinger weighs about 15kg loaded while an RBS-70 weighs roughly 90kg. An Eryx comes in at 16kg. Carrying one of these crew served weapons, as well as ammo, body armour and extra equipment starts to become a bit of a joke if you want to talk about sprinting and hurdling fences. On a final point, DM could fit into heavy depending on what country you're talking about. I've heard of some countries DM's carrying a ridiculous amount of weight in the form of extra ammo but that's all case by case stuff and I've never had it confirmed. | |
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SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win! |
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#37 | |
![]() Join Date: Dec 2009
Posts: 40
Location: Oregon
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Boom.............................................. ...........Headshot
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