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| Brazilian/FARC Forces Discussion pertaining to the PR Brazilian & FARC Forces faction |
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#21 |
![]() Join Date: May 2008
Location: Asad Khal
Posts: 1,962
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I'd prefer to see a combination of one and two. Give the CO the option of deploying a smaller paradrop plane and also have "static" spawn planes that fly around. It depends on the map really, but this is awesome, you could combine this with current PR maps also, think about it
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#22 | |
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PR:BF2 Contributor
![]() Join Date: Jul 2009
Posts: 342
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Quote:
we will use the C130 at 300km/h and 600 meters high, like the second video but above the clouds. | |
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#23 |
![]() Join Date: Nov 2008
Location: Alberta
Posts: 1,662
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Alternatively, Why don't you just create some sort of transport plane with an open side (or close-able like the merlin was) so people can jump out. Make the plane worth maybe 2-3 tickets, and your good to go.
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#24 |
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PR:BF2 Contributor
![]() Join Date: Jul 2009
Posts: 342
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thats the point I fully disagree with you, on current conflicts shown on PR theres no place for paratroopers.
In iraq, afghanistan, and MEC/USA/GB/PLA maps it’s not a real tactic, further more a jeep can take you there stealthier and more precisely and a chopper can take you there not so stealthier and precise but much faster But in the amazon the terrain and vegetation don’t allow land vehicles and helicopters landing |
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#25 |
![]() Join Date: Oct 2008
Posts: 212
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Very nice idea.
Destructable? As I understand, the paratrooper transport craft will be destructable by Anti-Air fire. Or am I wrong? Chinook I suppose that it will be also possible to use the Chinook as a paradrop platform. I saw some military video a while ago, so I think that this is used as an military paradrop vehicle. As a suggestion: Using a large scale helicopter could justify to use much more unpredictable routes for movement. Moreover, the commander could control it like the UAV. Limited spawns on the paradrop vehicle. Is there any way to implement a counter for the number of spawns in the Chinook? That way one could make the helicopter dropping a finite amount of paratroopers. Once a the maxcounter is hit, further spawning is prevented. The vehicle then either disappears, i.e. by entering a flight route out of the map, or it is player controlled and the pilot has to bring the vehicle back the main base to "recharge" the spawns. |
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Last edited by wuschel; 12-02-2009 at 03:13 PM..
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#26 | |
![]() Join Date: May 2008
Location: Asad Khal
Posts: 1,962
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Quote:
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#27 |
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PR Mapper Team
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#28 |
![]() Join Date: Jul 2008
Location: Cerkno
Posts: 3,127
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Commander placed is the best IMO, gives more strategic opportunities.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Orgies beat masturbation hands down. - Staker
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#29 |
![]() Join Date: Aug 2009
Location: Nottingham <3
Posts: 2,014
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#30 |
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Code a Timed Spawn onto the plane. or Place a rally to spawn at points of the game.
Or when Commander clicks "UAV" button, 10 Minute spawn activates. like the old timed rally spawns 2 Flaws. Air Assets can fly around and rape. Only add this to map with no air assets like Jets, attk Helicopters, Keep plane at like 1000 ft. though the 1 time parachute is hardcoded, doesn't matter IMO |
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| Tags |
| paratroopers, spawn, system |
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