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Old 01-02-2009, 04:08 PM   #231
Jonny

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Default Re: [Gameplay] Logistics

The infantry currently dont give a toss about friendly APCs, how can they become less dependant on them?

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

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Old 01-02-2009, 04:09 PM   #232
Nitneuc
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Default Re: [Gameplay] Logistics

Looks like great improvements to the gameplay, can't wait to use my APC for other tasks than giving targets for my gunner.
Congrats to all involved peoples.

Any chances to get details about the purpose of the engineer in 0.85 ? Without repairing ability it looks that the DEV team has rethought the kit, right ?

Many thanks to everyone involved in the making of the best videogaming experience ever !
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Old 01-02-2009, 04:54 PM   #233
jeeao
Default Re: [Gameplay] Logistics

I think there should be

1) supply depots at firebases and bunkers
2) Jeeps should spawn at bunkers.

The problem with this update is that there is that 32 players is simply not enough to coordinate all this. You cannot have one squad for escorting trucks all over the map and have the rest cap flags when we are forgetting special squads like recon and spec ops and sniper and APC and Tank and all those other squads. We would need atleast a 45player team to coordinate this huge update. I think wrenches should still be included but some restrictions to them which would be up to you guys to think of.
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Old 01-02-2009, 05:16 PM   #234
CodeRedFox
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Default Re: [Gameplay] Logistics

Is it just me or did a few of you only read the first paragraph and then went on to look at pics



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Old 01-02-2009, 05:34 PM   #235
Colonelcool125

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]CodeRedFox View Post
Is it just me or did a few of you only read the first paragraph and then went on to look at pics
I just looked at the pictures and started bitching.



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Old 01-02-2009, 05:45 PM   #236
IAJTHOMAS

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]CodeRedFox View Post
Is it just me or did a few of you only read the first paragraph and then went on to look at pics
The Dev jorunal: the PR equivalent of the Sun.


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Old 01-02-2009, 05:48 PM   #237
PlaynCool

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Default Re: [Gameplay] Logistics

Alrright pls let ONLY the engineer be able to drive theese trucks, because they represent a full sqwad of field engineers going to the damaged tank, and repairing it wirte?(because a tank cant repair itself when standing close to such a crate).And whi dont we just keep the old command post on carrier maps, at the lower deck, because if the enemy captures your first flag they can use your newly spawned repair box can they?
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Old 01-02-2009, 06:15 PM   #238
masterceo

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Default Re: [Gameplay] Logistics

great changes, the repair/supply crate truck is just what a dedicated engineer (me) on Fools and other maps with lots of vehicles needed.


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Old 01-02-2009, 06:33 PM   #239
hiberNative

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Default Re: [Gameplay] Logistics

i like the changes. can't wait to feel them out ;P

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Old 01-02-2009, 06:46 PM   #240
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Default Re: [Gameplay] Logistics

Sounds good,for gameplay.This shall adjust the way APC's are used fo sho.
(Like the ruskie stuff!)


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