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Old 01-01-2009, 08:52 PM   #51
stoobywon

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Default Re: [Gameplay] Logistics

Sorry can't edit my old one, but can you still repair bridges with the wrench?


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Old 01-01-2009, 08:52 PM   #52
SuperTimo

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Default Re: [Gameplay] Logistics

All this stuff still looks like making everything perfect for infantry combat, at the expense of vehicles, don't get me wrong i enjoy infantry (mestia is one of my fave maps) but it seems every patch nerfs the vehicles and then removes them. PR is not soley about infantry and shouldnt be, neither was VBf2 about infantry the battlefield series is built on combined arms. mechanised infantry is not combined arms. I agree that apcs should be used as troop transport? but why only a BTR-60? we already have the BTR-90 and the BMP-3 that the Russians can use, so why give them an out of date APC with only a 14mm mg? The russians are one of the most powerful factions in the world why would they only use APCs with MGs?

i asume this means that the militia is also losing its tanks. .8 did a great job of slowing down the combat. it doesn't need slowing down anymore. I was really looking forward to .8 during .7 it looked really good, now its just seems that all the new kits maps and weapons are simply there to disguise bad gameplay.

ive heard somewhere that in the future there will be no cannons at all on apcs. realistic my backside.


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Old 01-01-2009, 08:58 PM   #53
[R-DEV]Jaymz
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Default Re: [Gameplay] Logistics

I strongly encourage everybody reading my responses to these questions


Quote:
Originally Posted by Zimmer View Post
I dont know I am not really fuzzed about the changes :/

Car(Hummers, jeeps etc) convoys was so much better and more epic on alot of maps especially ramiel, albasrah and those sort of maps.
You just listed a few of the maps that will have jeeps. Jeeps and transport trucks will be used exclusively on,

1. Insurgency maps

2. Infantry only map layers

There only purpose on conventional maps will be as "Recon" and they will only appear in very limited numbers.

Quote:
Originally Posted by Conman51=US= View Post
i like it Except the supply crates that repair vehicles..i can see this being used top repair a tank that's camping a flag but other wise i like the rest!!!
It won't work, they're very fragile.

Quote:
Originally Posted by SuperTimo View Post
i imagine that all other weapons will be nerfed to ensure they do little damage to the Trucks
That's idle speculation. No such changes will be made.

Quote:
Originally Posted by Spec_Operator View Post
Wait, I've a question about the kit request thingie.

If you can not request kits at the main base, but only at those repair stations, apc's and crates, how are you requesting kits at the beginning of a round on a carrier map as marine? Does a chopper have to drop a crate or the squad have to run down to the APC's and quickly grab a kit before they drive off? Or will one have to wait till the first flag is captured before getting kits? That might actually lower the request spam and the beginning of the round and make it easier for the commander to order specific squads to get their equipment, but it would drastically decrease the firepower of a squad before the first flag is taken. Well, usualy there wont be that much resistance at the first flag, but still...

Might I suggest making it possible to request kits from the main base, on carrier maps at least? I don't really see why not.
Good question.

The vehicle repair depots contain numerous supply crates already modelled on them (see screenshots). In main bases, these will act as a kit request point. On amphibious assault maps such as Muttrah and Jabal, there will be static supply crates available at the assaulting team's carrier.

Quote:
Originally Posted by SuperTimo View Post
i shot a truck with a tank today twice and it wasn't destroyed
Material problem. Fixed.


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Old 01-01-2009, 08:58 PM   #54
gazzthompson

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Default Re: [Gameplay] Logistics

can this Vehicle Resupply/Repair Depot be destroyed ?


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Old 01-01-2009, 09:01 PM   #55
M_Striker

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]Chuc View Post
striker: They can choose to request the crate from another squad that's doing supply and repair runs, or you can choose to return to base and repair and rearm via the depot.

Supply depots at main bases where appropriate. Carrier maps will have them spawn in on the closest land based objective.
Ahh ok, but one more thing.

What will be the use for the engineer? I mean it seems now useless on the battlefield. A wrench that can take out mines which are rarely seen on a map in PR, and a slugshot that's so inaccurate you couldn't hit a cow at point blank range. Those are about the only features they have. Their explosives are gone as well. It's role on the battlefield is greatly decreasing ...
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Old 01-01-2009, 09:03 PM   #56
master of the templars

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Default Re: [Gameplay] Logistics

Sounds like a good theory, I'm interested to see how it plays out.

couple of questions...

1) on carrier maps how do you get kits before you cap the first flag and get your supply depot?

2)carrier maps - how do heli's get more crates before you cap first flag and get depot?

3) isn't it an unrealistic idea to get heli's to re arm at flags and not the carrier in the first place?

4) would the devs ever consider making the supply depot deployable?

Make nukes, Not war

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chuckMFd on 0.9- Can we trade back Assault on Mestia for Qinling?
[R-DEV]masaq - It's rather difficult to "apprehend" a Tu-95... you try persuading a 200-ton aircraft to land somewhere it doesn't want to, when it has enough fuel to get home and it knows you can't/won't shoot it down
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Old 01-01-2009, 09:04 PM   #57
[R-DEV]Chuc
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Default Re: [Gameplay] Logistics

You guys assume too much..
Templars: There's still helipads remember, that can rearm helicopters.


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Old 01-01-2009, 09:05 PM   #58
master of the templars

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Default Re: [Gameplay] Logistics

sorry about double post but ignore some of my questions, i got ninja'd by like 5 posts

Make nukes, Not war

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chuckMFd on 0.9- Can we trade back Assault on Mestia for Qinling?
[R-DEV]masaq - It's rather difficult to "apprehend" a Tu-95... you try persuading a 200-ton aircraft to land somewhere it doesn't want to, when it has enough fuel to get home and it knows you can't/won't shoot it down
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Old 01-01-2009, 09:06 PM   #59
SuperTimo

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Default Re: [Gameplay] Logistics

id say educated guess rather than assume actually.


and maybe the secretism is so we cant see the nerfing before its released.....


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Old 01-01-2009, 09:07 PM   #60
ghOst819
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Default Re: [Gameplay] Logistics

Great job guys,now i dont have to worry about getting land mined going all the way back to base.
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