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#31 |
![]() Join Date: Dec 2007
Posts: 636
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Just making this small post to clear up some of the confusion in the APC types.
BRDM <Note: Variants include the standard BRDM with Heavy MG's. The Anti-Tank BRDM Spandrel version. Also there is the Anti-Aircraft BRDM Gaskin version.> ![]() BTR-80 <Note: There are variants of the model from the BTR-50, BTR-60, BTR-70, BTR-80, and BTR-90. Each varies slightly and design and available armaments. This version of the BTR-80 is seen without the Kliver 30mm Turret and has added Light Anti-Tank protection cages.> ![]() BMP-2 <Note: The BMP-1 and BMP-2 versions of APC's are not available in Project Reality.> ![]() BMP-3 <Note: The formindable BMP-3 is seen in Project Reality unlike it's older variants the BMP-1 and BMP-2.> ![]() BMD-2 <Note: The BMD-1 and BMD-2 are a unique variant to the BMP class of APC's. They're much smaller and also much lighter. This was done in order to allow them to be transported by air and dropped to remote locations via parachute. However, these vehicles are available in Project Reality... As static wreck models. You may stumble across them lying about on the map "Fool's Road" and a few others.>
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Take the Blue Pill or take the Red Pill?
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Last edited by M.Warren; 02-21-2009 at 01:41 PM..
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#32 |
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Some minor balance issues between the 2 APCs as a .50 cal can't take out a BTR head to head. Usually in the tournament or any organized battle is the best way to decide for balance. I would say it's pretty balanced and all comes down to tactics as the final score was 1-0. But the US started off with 50 more tickets, so for good balance leave the vehicles and flags alone and have more tickets for USA is my opinion.
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Last edited by Airsoft Soldier; 02-24-2009 at 05:45 PM..
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#33 |
![]() Join Date: May 2008
Posts: 92
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Or they could make it so the 14.5mm round can't hurt the Stryker since it is protected against it.
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#35 |
![]() Join Date: Aug 2008
Posts: 681
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to be honest, it seems to me that due to the large open area, the tank has a HUGE ADVANTAGE over the infantry.
i only ever see US win this round if enemy tanks are taken out early. when i am on mec side, i sit in tank, gunner often gets over 40 kills, with many vehicles in there as well, causing a huge ticket loss. Especially when fighting over the gas stations is the tank far superior, simply due to range. The only way the US can get a leg up is by having the tank called out early and the humvee or AT infantry taking it out. (AT infantry is unlikely as the tank is usually far out in the open, and can repair after a hit, usually without having to worry about a second one.) If the humvee manages to flank the enemy tank, he has got a good chance of taking it out, for some reason however, it sometimes still takes two turret TOW hits to take out a tank. I have on several occasions been standing in a tow humvee on the hills to the east of ejod city, and landed a direct hit on the turret. The tank started smoking, but was still fully operational. This means a humvee has to get in two hits, which considering the terrain is not easy to do. |
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#36 |
![]() Join Date: Aug 2008
Posts: 6,382
Location: Stockholm
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i made a tow-humvee squad but 2 idiots stole it and took it around east all the way to the mec base, planning to kill everything that went out of the base. they died.
the tow humvee should stay back and support. it's not a friggin mbt ;P also, a squad leader can mark enemy tanks and apcs and let a squad mate shoot the fixed tows from the base all the way onto the marker. have done that multiple times. kinda eliminates the option of tanks camping hills etc. |
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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 |
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#37 |
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I see no problem with this map, it's good as it is IMO.
Either the TOW-Humvees rape the tank or vice versa. If the US team is unable to use the TOW-Humvee correctly it's the team's fault, not the map's. I agree that there is a slight imbalance with the APCs, but the Strykers shouldn't be used as an offensive asset anyway. |
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#38 |
![]() Join Date: Feb 2006
Posts: 2,902
Location: US
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I liked this map when it was just straight symmetrical warware that would end in a shootout across the desert from either side. IMO, just ditch the tanks and TOW humvees and have both sides just use APCs.
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#39 | |
![]() Join Date: Mar 2007
Posts: 119
Location: California
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Quote:
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#40 |
![]() Join Date: Nov 2008
Posts: 123
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My problem with this map is that it is a "dice throw" map - the entire round hinges on one or two vehicles.
As I'm playing on public servers, it's a matter of luck who gets to the tank/TOW HMMV first, and then it's an easy win or certain defeat after that, depending on who took out who. Maps should be balanced so that even on public servers, there's still a chance for a comeback after initial setbacks. |
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| Tags |
| broken, ejod, major, point, unbalanced |
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