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#71 |
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Forum Moderator
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Or a "attack here" marker, though thats only for SL's. But i'm sure the devs could manage it so you can still see the "?" markers, since they indeed simulate pointing at something somehow.
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#72 |
![]() Join Date: Jun 2008
Posts: 352
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Keep the map the way it is, countless times have I spotted someone running in the distance and opened up my map to check if it was a friendly. It's saved countless friendlies from being TKed. Without it, how would I verify if it's friend or foe? It'd be far too complicated to open up my map, use a protractor and compass to figure out my bearings, and the location of the enemy I see. Then to type in team chat if any friendlies are there. Then wait and pray to god that they respond, and THEN take the shot.....
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#73 | |
![]() Join Date: Jan 2008
Posts: 91
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Quote:
I once spent the last hour of Kashan outside the enemy base (they were MEC), spotting when tanks were leaving or when the frog took off... only at the end did a sniper spot me... then I looked to my left and spotted an enemy rally... took that out, then the round ended. I tend to try to do useful things when commanding. | |
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#74 | ||
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
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Quote:
Quote:
Think about this. There is no CO and a stupid SL puts down a firebase in the most obvious spot. Well, you say "Wait for a CO to join to demolish it." Well, the CO joins halfway into the game and by this time, all the people on the team spawning in at that firebase have caused the team to lose a massive amount of tickets and lose. Firebases/Bunkers have the potential to be huge liabilities to the team in this way because we all know that most enemies will choose to camp the firebase/bunker over destroying it when they can. That means massive casulities and massive ticket loss. Point is -Bad Firebases/Bunkers= retards spawning into meat grinder Then you have the rogue or rambo SLs that don't listen to you as I encountered yesterday. If they already have firebases up and they see that I take them down because they were poorly placed, that might have a reverse effect and turn the team against me because I destroyed their spawn. If I just leave it up and tell them to place another in a better spot, they might not listen to me because they already have a spawn and just want to fight. Either way, lose-lose situation for CO kind of. IMO, there should be a requirement like a SL having to have a certain amount of teamwork points and 5-6 people in his squad in addition to the points. If not, any CO that comes in midgame or replaces another will not be listened to if the SLs already have the firebases/bunkers up and on maps like EJOD, there is no JDAM for incentive. | ||
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#75 |
![]() Join Date: Jun 2007
Posts: 1,835
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CO can also designate a target for LGB from thousands of metres away, via the red cas symbol. Used properly LGB can change the game
They'll always be crap teams and crap servers where sl can get away with ignoring the CO or even tk, etc I dont think this change will make poor discipline from sl to co any worse or any better really. It should make a regular pub team more organised more often which is good for gameplay. A bad bunker can be blown up manually still or you could just switch to co for a second and demolish it, none of these changes reduces options allready available |
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#76 | ||
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
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Quote:
Quote:
And by blowing up a bunker, it takes time and you risk killing friendlies who spawn and being kicked. | ||
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#77 |
![]() Join Date: Feb 2008
Posts: 54
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#78 |
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#79 |
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PR Artwork Team
![]() Join Date: May 2006
Posts: 3,950
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| Tags |
| antiair, assets, bunkers, commander, deployable, firebase, gameplay, hmg, outposts, razorwire, rules, sandbags |
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