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#271 | |
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While it still ignores some aspects of the problem (reviving after having a 7.62 sized bullet fly through your brain at the speed of sound is unrealistic and if anything bad for gameplay, no matter how you put it), the changes are at least steps forward. PR has done it's very best at ignoring the snipers the majority of the time. Since they've taken away the advantage of having a spotter, and have left zeroing and ballistics it at a level where any fool that can point the crosshairs and wait 8 seconds can perform as well as the next person. Nerfing the kit doesn't make the problem of kit missusage disappear, it worsens it but makes it less apparent. When snipers get real zeroing and ballistics requiring some technical knowledge, and through that need spotters to both find target ranges and lase, then their role will be much more refined, and use "properly". | |
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#272 |
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So is the public release going to be 0.869?
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#273 |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,558
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![]() That's some win. |
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#274 |
![]() Join Date: Apr 2008
Location: Minnesota
Posts: 971
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I read the article here. It says that the optics that the Marines purchased are Trijicon ACOGs, not ELCAN optics.
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|TGXV| Waldo_II
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#275 |
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PR Developer
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just fyi, Elcan is on the M249 because it was the scope ready to go at the time... all factions LMG will be given the appropriate scopes in upcoming versions...
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#276 |
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Aren't ACOGs already in-game and ready to use?
Just giving you a hard time fuzzhead... |
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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. [R-DEV]dbzao: My head Rhino.... (long pause) My beautiful head [R-DEV]Rhino - If you want to spam do it in the tester area please. Control the Media, Control the Mind. |
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Last edited by ReaperMAC; 05-22-2009 at 01:42 AM..
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#277 |
![]() Join Date: Jan 2009
Location: West Yorkshire
Posts: 98
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Looking forward to the new release
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#278 |
![]() Join Date: Jan 2008
Posts: 1,099
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Collaborator spawn time is still way to long (2 mins). People should not have to look at a screen for that long under regular circumstances.
The duration should only be that long if arrested or if the Collaborator commits suicide. If killed by the enemy they should have the same re-spawn as everyone else. Make them restricted like regular medics if the worry is about them being used as shields, then there won't be too many of them. With a high re-spawn time there are barely any of them if any at all since missing a ladder is 5 minutes of death since there is no one else playing Collaborator to revive you. |
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#279 |
![]() Join Date: Apr 2008
Location: Quebec
Posts: 65
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You have got to be kidding me. Removed LB's from qwai??? Time to jump off a bridge, really. Removed tanks from kuffrah, qwai, what about kashan, quiling and all the others? Let's all walk. Come on, qwai will now epicly suck. Think about removing LB's twice.
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#280 | |
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On another note, I cannot wait to be able to select iron sights as an Officer, great work on that. Also the induction of automatic rifleman upon spawn will no doubt benifit those who know how to equip their squads. Looking to be an interesting update! | |
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| Tags |
| orgasm, patch, project, reality, release, upcoming, v086 |
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