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#111 |
![]() Join Date: Mar 2007
Location: Yooooorkshire!
Posts: 2,136
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Nice to seethe MG up there as a limited kit as last, good to see medics been limited too.
How come you guys moved the officer kits to the bottom of the menu though? That's gonna cause a bit of a pain in the arse for people who are used to it being at the top, not that it's not obvious it's moved just people are gonna end up going in as rifleman specialists due to false of habit. |
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#112 |
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Well I will miss my 2 medics in a squad. But I agree a squad complette out of medics is ridiculous.
But. You get killed so many squads multiple times because headshots dont kill anymore not just because there are so many medics arround. One medic couldn“t handle the job alone effective because instead of dying the squad could be allways brought pack. If the total kill headshot would brought back the medics will not have to do so much work and the number will be decreased naturally. |
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#113 |
![]() Join Date: May 2007
Location: Trelleborg, Sweden
Posts: 96
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Does this mean that Medic kit will be requestable from support crate, like the officer kit?
Also the medic side is only half of the problem, pls add headshot kills again! The main reason that interest in running medics went skyhigh (from being one of the most neglected ones), is that all soldiers downed by light weapons are revivable for quit some time. |
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#114 | |
![]() Join Date: Aug 2008
Location: Badner Land
Posts: 52
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#115 |
![]() Join Date: Jan 2009
Location: Walhain
Posts: 23
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no, one medic is perfect. If the medic is good he should never put himself in danger and it would force squad to fallback when there's too many wounded rather than asking the medic to heal 5 people at the same moment what he can't do and shouldn't do.
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#116 |
![]() Join Date: Jun 2008
Location: Sunny South
Posts: 1,719
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Im not quite sure about the AR but you guys surely thought it trough.
Overall a nice change, especially the medic limit. |
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#117 |
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Retired PR Developer
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Just wondering why the use of the unlock system hasn't been used to choose between the scoped/unscoped variants? It would free up kit selection slots potentially for other kits (Grenadier) and look tidier too. I think EoD did something similiar?
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Last edited by Rico; 04-29-2009 at 09:54 AM..
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#118 | |
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Retired PR Developer
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I suspect something to do with the t rose request system being incompatible or something? | |
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#119 |
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Programming Manager
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We didn't have time to work on the unlock system. We will try for the next version.
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#120 |
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Retired PR Developer
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One concern about the SAW spawnable kit that just sprang to mind. Take an insurgency map for example, say the SAW gunner is killed and the enemy steals his kit (as seen ALL the time with any kit). Now, this squad member who just died would normally have to spawn on the RP, now no longer equipped with this powerful weapon. However, now he can spawn straight back into the fight with his trusty SAW again, again potentially to be stolen once more.
I foresee a Taliban team equpped with many 4x scoped SAW's because its no longer limited and too plentiful, possibly tipping the balance. The argument against of course is players should be more careful, not spawn in if too dangerous yada yada. Players are hardcoded and do stupid things. I'm not saying I don't like the change, in fact I really like the fact that a squad can always have a SAW gunner. Just thought I'd point out a potential game play change that could tip the balance slightly. |
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| .86, hud, kits, limited, menu, patch, spawn |
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