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Old 04-16-2009, 11:20 AM   #231
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Default Re: [Map] Sangin - Update



Waaaay too many trees.


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Old 04-16-2009, 12:07 PM   #232
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Default Re: [Map] Sangin - Update

LOL! I aint seen that pic before, I must have been busy playing my the L22 when that photo was taken

And ye ranky, WAAAAY to many trees, what has everyone told you, there is like not anything like that many trees in r/l, you should know that from Bi Ming, geeeze!


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Old 04-16-2009, 12:17 PM   #233
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by Sgt.Smeg View Post
Whilst on your travels around Sangin, watch out for manic looking, AKS-74U wielding, crazy ass mo' fos.

http://i7.photobucket.com/albums/y29...k/P1010019.jpg
Technically, a Romanian AIM carbine; not a derivative of the AK74SU.

Good thing he's got the safety on.

-REad


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"The AK-47 and the 7.62 round is OBVIOUSLY something you've never once fired in your life, yet you reply as though you have some kind of knowledge on the subject."


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Old 04-16-2009, 08:51 PM   #234
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Default Re: [Map] Sangin - Update

the fourth time i have to tell it

R-CONgrats ReadMenace


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Old 04-19-2009, 12:06 AM   #235

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Default Re: [Map] Sangin - Update

o.o is that grass.... that.. you can actually hide in... O.O!! And draw distance doesnt make it so you can be seen!!! O.O!!!! OMG!! sneaky squad sabotage time!


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Old 04-19-2009, 06:53 AM   #236
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Default Re: [Map] Sangin - Update

WOW theres No words that can describe this map
as me beein in the british army i think ill leave it right now and stay on PR Full time lol it looks more fun than Real life!
this is a very good job and spent alot of effort in this map and i thank all PR DEVS for this this is awsome! PR has a great future ahead!!!
i would like to say one thing though, fast air, on this map i think personaly would be stupid and also a good thing lol
Stupid thing: An SL could ask for fast air on a enemy target and it could easily blow a cache up and the whole insurgent Team because its one cache as a time this is boring and no fun for infantry, and me being in a infantry regiment i want some peice of the action aswell and aslo as someone else has said like on kashan desert u will get noobs that will want to get in the fast air all the time
Good thing: Fast Air in the British Army is a vital part and helps us out ALOT! in afghan and i thank the americans for that, thats what theyre best at hehe and most of the time we call in fast air.

Maybe a Apache will be a great idea 2 people working in that together would be nice! unstead of 1 in a jet playing solo with no tactics or team work! << pffft! hate them ppl.

Sorry for the BIG paragraph but i dont get much time to come on the forums much
so i said it all now.

GOOD WORK DEVS Cant wait for this map. Take your time on it and make it the Best.
thanks mike
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Old 04-19-2009, 07:16 AM   #237
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Default Re: [Map] Sangin - Update

Cheers for your reply Mad-Mike, I'm working my socks off to get is as authenic as possible within the constraints of the BF2 engine, constantly working from/refering to ref images/videos.

Quote:
Originally Posted by Mad-Mike View Post
Stupid thing: An SL could ask for fast air on a enemy target and it could easily blow a cache up and the whole insurgent Team because its one cache as a time this is boring and no fun for infantry, and me being in a infantry regiment i want some peice of the action aswell and aslo as someone else has said like on kashan desert u will get noobs that will want to get in the fast air all the time
Don't worry, CAS won't be able to destroy caches. I will make sure none of the compound buildings are penetrable. The compounds out there are generally pretty sturdy anyway, and gameplay wise it would suck if any of the caches were destroyable from the air. The best solution as a BLUFOR player will be to locate the compound where the cache is hidden, set up FSGs using the WIMIKs and the Scimitars, send the troops in on foot, and then before your full on assault of the compound call in some CAS to loosen them up a bit. With the Taliban able to set rally points too it will make it hard to completely clear the area so you'll have to take advantage of the initial strike, use of FSG support, and get in there quick. The are so many places for the Taliban to hide/manuover in concealment that the CAS is actually nicely balanced (that's how it seemed in an early testing session anyway, and how I'm going to work hard to keep it.) As in rl, its very hard to spot the enemy because of the amount of concealment available.

Quote:
Originally Posted by Mad-Mike View Post
Maybe a Apache will be a great idea 2 people working in that together would be nice! unstead of 1 in a jet playing solo with no tactics or team work! << pffft! hate them ppl.
There will be a variety of different CAS options depending on the Gameplay Layer. i.e. each layer will have a different type. In addition the BLUFOR may also have some artillary support available, while the Taliban will almost certainly have access to the Mortars.


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Old 04-19-2009, 08:18 AM   #238

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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by [R-DEV]Rhino View Post
LOL! I aint seen that pic before, I must have been busy playing my the L22 when that photo was taken

And ye ranky, WAAAAY to many trees, what has everyone told you, there is like not anything like that many trees in r/l, you should know that from Bi Ming, geeeze!
My mostly humble apologies for my nitpicking, but do you mean by that (bolded parts) that there is not that many trees in that specified region of the world or the whole world?

All the best,
Viki


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Old 04-19-2009, 08:23 AM   #239
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by Viki View Post
My mostly humble apologies for my nitpicking, but do you mean by that (bolded parts) that there is not that many trees in that specified region of the world or the whole world?

All the best,
Viki
It's a joke, Dr Rank made the map Bi Ming and there were complaints that there were too many trees, which is kind of ridiculous...



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Old 04-19-2009, 08:25 AM   #240
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Default Re: [Map] Sangin - Update

Like Scot said, its a dev joke, much like the fastropes


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