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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#46 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 4,384
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Re: General tips for 0.7
Very nice CC.
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#47 (permalink) |
![]() ![]() ![]() Join Date: Jun 2007
Location: Suburban Chicago
Age: 42
Posts: 1,344
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Re: General tips for 0.7
CC - that is just phenomenal work!! Great tutorial!
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#50 (permalink) |
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Join Date: Oct 2007
Posts: 683
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Re: General tips for 0.7
CC that was good...but for setting down razer wire you picked the easiest place to do it. I have about a 5% success rate of getting the razer wire where i want to be, but at estate i had a 80% success rate, only messing up once. I'll try your way next time i do it though, it seems to work.
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#51 (permalink) |
![]() ![]() Join Date: Aug 2007
Location: Missoula, Montana
Age: 22
Posts: 209
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Re: General tips for 0.7
Ok oldirti, here are a couple of the finer points to setting razorwire:
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#52 (permalink) |
![]() Join Date: Jan 2008
Location: Bryan/College Station, TX
Age: 32
Posts: 351
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Re: General tips for 0.7
Excellent video Charity Case. I look forward to more interesting video tutorials on placing other commander assets. Not only on flat ground but also tricks on placing it on hills and around areas there are trees. I would consider hills and trees to be advanced placement but I know that's where I have most of my biggest issues.
Keep up the good work!
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#54 (permalink) |
![]() Join Date: Oct 2007
Age: 36
Posts: 546
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Re: General tips for 0.7
Hopefully CharityCase will come out with another fine video tutorial on bunker placement, but the important points to getting it (almost) exactly where you want it are:
1. The entrance (ladder) of the bunker spawns 2m from in front of you. The back will land about 9m in front of you. The bunker is about 7m x 7m. Use your squadleader move marker to measure distances in BF2 (see CC's video) if you need to. Interestingly, firebases have similar dimensions to bunkers although they look smaller. Ideally, allow for a few meters clearance all around the bunker as it doesn't always fall exactly. ![]() 2. The 'ghost' bunker may slide a little to settle slightly off-center if any edge lands on top of another object (eg sheer hillslope, ledge). This is what sometimes causes it to land on top of you or to one side. Imagine what happens to a vehicle when it is abandoned on a hillslope - it slides down until it catches on something and stops - this is what happens to the bunker's initial ghost object. However, if the slope is too sheer and it slides too far it won't be placed at all (eg. trying to place a bunker on a peaked rooftop). Further explanation in fuzzhead's post. 3. The 'trick' to bunker placement is to be aware where the edges of the bunker will fall. If you want to make a bunker as short as possible make sure the edge does not touch any elevated or sloped objects. If ANY edge of the bunker settles onto another object or slope, the entire base will be raised to that level - this is what causes those tall bunkers/firebases/sandbags. Note: a tall bunker/firebase/sandbag can be an intentional tactic to block off a key opening, in these cases you want to make sure an edge settles on another permanent object. 4. If you are trying to fit the bunker/firebase between objects (eg trees) and it just won't spawn make sure that there is at least 7-8m between them so that it will fit. You also have to allow for the width of the branches and overhangs above you too. 5. Remember to face the front of the bunker/firebase to allow room for the vehicles to spawn at the front. If it is right against a obstruction it won't spawn or could get trapped and just be a pain. Ideally, their would be space for the vehicle to drive out and won't be trapped inside a compound etc (eg as happens in places like 'Gardens' on EJOD) ![]() ![]() Last edited by Nero; 02-12-2008 at 11:38 PM. |
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#57 (permalink) | |
![]() Join Date: Nov 2007
Location: Oklahoma City, Ok
Age: 37
Posts: 792
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Re: General tips for 0.7
Quote:
as anone who has tried to spawn into a hot bunker will attest to this.. better to put them into the least visable, most defendable position you can.
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#58 (permalink) |
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Join Date: Nov 2004
Location: Covington, VA USA
Age: 34
Posts: 1,226
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Re: General tips for 0.7
Agreed, and nothing is worse than a poor bunker placement that traps you in it when you spawn or something similar. At times it may be necessary to deal with that sort of thing to try to hide the bunker, but with these useful guidelines SLs can make better decisions on where to place bunkers and firebases. Thanks Nero!
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#59 (permalink) |
![]() ![]() Join Date: Aug 2007
Location: Missoula, Montana
Age: 22
Posts: 209
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Re: General tips for 0.7
Thanks, everyone, for your compliments and encouragement. All this positive feedback makes me think I will make another tutorial. Although, I don't know if a video tutorial is necessary now that we have Nero's excellent post. Even if I do make a video, it won't be until patch .75 comes out and fixes the commander bug, as that is preventing me from experimenting with the asset system.
Also, the .50 cal owns all assets except bunkers and firebases. Enemy AA giving you trouble, take it down with the .50; sandbags and razorwire, no problem for the .50; hell, you can even destroy command posts with a long burst of fire. Last edited by Charity Case; 02-14-2008 at 07:32 PM. Reason: ... |
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#60 (permalink) |
![]() Join Date: Mar 2007
Location: eurasia
Posts: 2,032
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Re: General tips for 0.7
I saw that done for the first time the other day but it seems a bit of an exploit. I was going to say better tell the devs but sounds like they allready know! Probably a BF2 thing I guess, I always knew it moved a bit when you shot it. In one bf2 version you could explode them with nades but they changed it back
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