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#271 |
![]() Join Date: Feb 2009
Posts: 1,462
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I don't see the need for AA in Insurgency period, the CAS pilots are not likely to spot enemy infantry themselves even if they're just standing in the open.
If there is a lot of RPGs about it'd be feasible for the Taliban to take out near by Chinooks without any need for dedicated AA. Generally the Taliban 'should' be playing in a sneaky way using any available cover, shooting RPGs at helicopters when the opportunity arises. As opposed to actively seeking and destroying enemy aircraft with conventional systems. |
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#272 | |
![]() Join Date: Aug 2008
Location: Den Haag/Voorschoten
Posts: 1,576
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be |
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#273 | |
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PR Mapper Team
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#274 |
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Wow!!, i love the King of the Hill mode, can't wait to defend the camps, should be great, a fresh mode
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#275 | |
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It sounds like it'll be quite a good map to play on with many interesting strategies. BTW, possibly mentioned earlier, but how far out is the view distance? | |
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#276 |
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PR:BF2 Developer
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So what will be the Taliban assets and where will their base be and will it have a dome of death to prevent GB baseraping it?
How will Taliban have more RPGs and no AA when they have requestable kits? Map specific mod? Also put the Apache on a delayed spawn, so Taliban can set up before it comes. Oh and if the Taliban do have a sort of "main base", please avoid it and spread out their 'bases' on the edges of the map simulating Taliban reinforcements coming from outside and please give the Taliban a vehicle depot, right now it's impossible to rearm technicals or repair them and transport will be needed on a huge map like this.. |
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#277 | |
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Maybe a cave full of ammo would be much much win? I agree, I like most of Outlawz's statements. | |
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#278 |
![]() Join Date: Aug 2008
Location: The Dirty South, Adelaide
Posts: 1,564
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I love the idea of holding an FOB. There's not enough Attack/Defend gameplay atm, and especially as BLUEFOR.
Can't wait |
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#279 | |
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PR Mapper Team
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As far as transport is concerned, there will probably be some form of transport in every compound at the start, hidden from the air to avoid the apache going around destroying them all before they can be used (the compounds will have an area you can drive a vehicle in which keeps it safe from the air for gameplay reasons, and if you remember I've already stated that the compound walls/roofs will generally be impenetrable). Kits wise maps can be modded individually (ever try to get the HAT on Mestia when the brits were on there? Requestable kits can be changed in this respect afaik.) Of course, all CAS will be on a delayed spawn at the start. | |
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#280 |
![]() Join Date: Jan 2007
Location: Bloomington IN
Posts: 1,649
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to Fix the AA problem (and i haven't read through the whole thread, so my suggestion could have been said) but isnt there spots on Korengal that have the Quad-AA emplacements? Quad AA placed in some good spots by Dr. Rank, could probably provide a good balance to CAS vs. AA, without it being ridiculous like Karbala.
Have like 2-3 AA watching the valley areas or whatever. Might be a nice way to work around the problem. |
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