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Old 04-19-2009, 09:29 AM   #241
Viki

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Default Re: [Map] Sangin - Update

Alright, thanks for the replys. I understand everything now.

Furthermore, I think aswell that those complaints are most ridiculous, I prefer all the tightly forested maps (especially Fools Road) in PR myself.

All the best,
Viki


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Men will fight and men will die
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Old 04-19-2009, 11:39 AM   #242
=(DK)=stoffen_tacticalsup

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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by [R-DEV]Rhino View Post
Like Scot said, its a dev joke, much like the fastropes
Fastropes!? 1337! From the chinook or the A-10 !?!?!





*runs from bahn-hammer*
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Old 04-19-2009, 11:44 AM   #243
[R-DEV]Rhino
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Default Re: [Map] Sangin - Update



&





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Old 04-19-2009, 12:18 PM   #244
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Default Re: [Map] Sangin - Update

hahahaha


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Biggest time killer :P

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Old 04-19-2009, 12:30 PM   #245
Scot
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Default Re: [Map] Sangin - Update

What you talking about? Fastropes are in game already:


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Old 04-19-2009, 01:44 PM   #246
Psykogundam
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by Sgt.Smeg View Post

me in middle


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Old 04-19-2009, 06:21 PM   #247
Mad-Mike
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by [R-DEV]Dr Rank View Post
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.



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.



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.

Ok mate thanks alot for replying. u have made it sound even better now!
cant wait to play this map.
cheers!
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Old 04-25-2009, 11:10 AM   #248
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Default Re: [Map] Sangin - Update

CHINOOK!


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Old 04-26-2009, 07:47 AM   #249
thejollyroger12345
Default Re: [Map] Sangin - Update

so looking at the response you gave to mad mike would it be a bit like kashan gameplay layouts? 16 trucks and wmiks, 32 apache and the whole shabang , 64 A10 and the whole shabang?
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Old 04-26-2009, 08:47 AM   #250
LeChuckle
Default Re: [Map] Sangin - Update

we dont need more trees! we need the trees less dispersed in order to make cozy forests, especially on qinling


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