|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#61 |
![]() Join Date: Aug 2008
Location: Dusseldorf
Posts: 21
|
About the medic limitation: is this also going to be in effect for the Insurgent Civilians so that they are limited to 1 per sqd?
|
|
|
|
|
#62 |
![]() |
Yay for good changes!
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ___________________________ To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#63 |
![]() Join Date: Feb 2008
Posts: 183
|
Looking good DB
On a somewhat unrelated note, will we ever see a non-para version of the SAW? |
|
|
|
|
#64 |
![]() |
Looking good. Nice changes.
Will the insurgent cell leader get another weapon option as well? |
|
|
|
|
#65 |
![]() Join Date: Aug 2008
Location: Sodertalje
Posts: 5,392
|
when speaking about collaborators, i'd like the same limitations as heavy anti-tank, with some tweaks.
collaborator (team limited) - only 5 per team - one per squad (consisting of at least 3 members) - same respawn time as normal soldiers. like 1 collaborators at each cache (lets say 2 caches are revealed) healing soldiers with special kits, and the other 3 out in the field with their squads. |
|
----
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ----"You are now the AK Jesus" / Expendable Grunt |
|
|
|
|
|
|
|
|
|
|
|
#66 |
![]() Join Date: Apr 2009
Location: silverdale, washington
Posts: 1
|
i always play medic for my squad and i do agree that 2 medic on a squad is better than just one. i usually stay back alittle from the squad so if someone gets shot i wont be the first to die and when everyone dies except for me, it is really hard to revive all of them and heal all of them when i am the only one to heal all of them. plus if i die then someone has to take my kit to revive me. somtime i have to heal 3 people and it takes awhile so a second medic is always helpful to get everyone back to full health and carry on with the objective.
|
|
|
|
|
#67 |
![]() Join Date: Apr 2009
Location: Olsztyn, Poland
Posts: 38
|
PKM with scoup(in RUS), awesome. I think only one medic in SQ can give uss more realism.
|
|
|
|
|
#68 |
![]() Join Date: Jun 2008
Location: Norway
Posts: 877
|
One word: GREAT!
|
|
Live by the sword, die by the sword...
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Ingame:G-LockCobra To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#69 |
![]() Join Date: Jul 2008
Location: Olsztyn
Posts: 57
|
|
|
|
|
|
#70 | |
![]() Join Date: Aug 2008
Location: The Dirty South, Adelaide
Posts: 1,564
|
Quote:
But overall, I think these changes are perfect. No more screwing around running to get an AR kit when realistically you'd have one in your squad anyway, not to mention the AR kit might actually be useful now given that it should accurately depict it's useful area range. And thank god for 1 medic per squad, zombie squads get more than annoying. | |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
|
|
|
![]() |
| Tags |
| .86, hud, kits, limited, menu, patch, spawn |
| Thread Tools | |
| Display Modes | |
|
|