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Old 03-23-2007, 09:50 PM   #31 (permalink)
 
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Re: The reality of PRM

Myth or Reality

1.The heavy Transport Choppers allow players to request any special kit.

2. In order to get a crewmen kit from the APC/tank, you must be 100 meters from a friendly CP. Not a supply crate, but a CP.

3. In .6 or. 7, the map Al Bas will actually have a bonus mission involved where the Corp has to lay seige to the Airport after the tangos have captured it and have set-up camp.

EDIT

4. When firing a H.A.T. from a lil bird seat, the chopper will take damage from the back blast.
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Last edited by Rick_the_new_guy; 03-23-2007 at 10:37 PM.
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Old 03-23-2007, 10:07 PM   #32 (permalink)
 
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Re: The reality of PRM

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Originally Posted by fuzzhead View Post
Medic: body armor, 6+1 mags, 3 field dressing. have a little faith :P
I realize I'm a little late on this, but seeing as I ONLY play medic, this would be a HUGE blow. Body armor is insignificant and means you can take what, 2 more bullets? Thats chump change. The extra mags wont help, seeing as I NEVER use all of mine before I die (whihc is usually 2-3 revives and 4-5 mins of heals per death) and I can count on three fingers the number of times Ive actually used field dressings and they were all when someone grabbed my kit, revived me and ran off while I was still bleeding out with like an AT kit or some such.

Disabling the medic class from healing themselves is a VERY bad idea. Other people have to depend on medics way too much as it is, so now medics are going to have to join that party? Gross. Nobody will ever want to play medic and PR will just turn into a run-and-gun fest since nobody will be around to revive so it wont matter.
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Old 03-23-2007, 10:53 PM   #33 (permalink)
 
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Re: The reality of PRM

1. No.
2. yes.
3. LOL... maybe we can get someone to edit this map, hell if you edit it yourself we could include it. duckhunt is about to join the royal marines so he has no time to do this.
4. Nope backblast isnt working properly currently.

Ferris Bueller: sorry if you feel that way, to me the medic ability to heal himself was my number 1 annoying thing about BF2 medics, even more annoying to me than defibulators (which I think of more as a metaphor anyways). About run and gun because of lack of medics: well, we'll see. Im hoping what happens is medics are a bit more challenging to play as, and they play a bit more realistically (not rambos)
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Old 03-23-2007, 11:27 PM   #34 (permalink)
 
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Smile Re: The reality of PRM

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... hell if you edit it yourself we could include it. duckhunt is about to join the royal marines so he has no time to do this.
No fooling? Man, the detail on that map is awsome. I have a pretty good idea what would make this bonus map awsome.

Sadly, I do not know computers well.

If anyone is interested in doing this, please PM me.

I reckon, all we would need to do is change a few things around. Drag and drop right?

Thanks for the Feedback Fuzz.

BTW, what do you thing about having the Transport Choppers allow Special kit request and limiting RP to only resupplying ammo and spawning?
I guess the down side is punks whoring all the special kits and the chopper.

Would give the pilots some more fun and make their life a lot more dangerous when they need to drop off some heavy gear for the grunts.

_____

One more myth or reality

Only the crewman kit can use the fifty cal in the tanks. Any other kit and the person dies and goes to hell.
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Old 03-24-2007, 06:47 AM   #35 (permalink)
 
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Re: The reality of PRM

Chopper Kit Request: maybe in future some special choppers will be able to do this.

Albasrah : download editor and give it a try keep in mind albasrah and insurgents are an on-going experiment. Albasrah in v0.6 will play NOTHING like v0.5, I guarantee you that. Hell, every map in v0.6 is gonna play completely different (just like every map in v0.5 plays completely different from v0.4)

Cupola Gunner - Any kit can use this, doesnt need a crewman.
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Old 03-24-2007, 09:06 PM   #36 (permalink)
 
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Re: The reality of PRM

Quote:
Originally Posted by fuzzhead View Post
1. No.
2. yes.
3. LOL... maybe we can get someone to edit this map, hell if you edit it yourself we could include it. duckhunt is about to join the royal marines so he has no time to do this.
4. Nope backblast isnt working properly currently.

Ferris Bueller: sorry if you feel that way, to me the medic ability to heal himself was my number 1 annoying thing about BF2 medics, even more annoying to me than defibulators (which I think of more as a metaphor anyways). About run and gun because of lack of medics: well, we'll see. Im hoping what happens is medics are a bit more challenging to play as, and they play a bit more realistically (not rambos)
See, the thing is that I play medic. Nothing but medic. Ask anyone around here. My kills are generally less than 10 and my deaths 20+. Not because I suck, but because I spend most of my time healing other people. However, I can tell you that If I didnt have the ability to heal myself, i'd have 50+ deaths and far fewer kills trying to do the same job. Most medics dont rambo that I've seen anyway, and if they do, theres a number of better ways to keep them from doing so than to remove the only thing that really keeps a good medic alive.

As far as being challenging to play, it's already a very challenging role. You have 3 offensive weapons that EVERYONE has anyway, a medic bag, smoke grenades and a defib. Medics are the only class in the entire game that dont have 4+ offensive weapons. As a medic, if I stumble upon an enemy rally point, it takes me upwards of 45 seconds to kill it with small arms fire, which includes reload time and having to take out a spawner or two. Any other class could lob 2 grenades at it in 10 seconds and be done.
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Old 03-26-2007, 08:54 PM   #37 (permalink)
 
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Re: The reality of PRM

rallypoints: will be destroyable via knife in v0.6

medics: well it looks like medics will have a limited ability to heal themselves in v0.6, so your saved ferris :P keep in mind any info i post here is of course tenative to change or be removed at any moment...
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Old 03-26-2007, 10:21 PM   #38 (permalink)



 
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Re: The reality of PRM

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keep in mind any info i post here is of course tenative to change or be removed at any moment...
We've got your word signed in blood fuzz.... if it's not coming in 0.6 we're coming to your front door.
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Old 03-27-2007, 12:24 AM   #39 (permalink)
 
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Re: The reality of PRM

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We've got your word signed in blood fuzz.... if it's not coming in 0.6 we're coming to your front door.
the scary part is that asch told me he already has your keys, so we wont even need to break a window.

As far as the medic stuff goes, it looks like my hide is safe for another version. Many thanks for the update fuzz.
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Old 03-29-2007, 12:18 PM   #40 (permalink)
 
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Re: The reality of PRM

Intresting thing I learned last night. Even though the gunner on the tank has the zoom feature. The limit he can see Is actually less than the driver. Found out after I was telling my gunner to hit the tank to our 12 oclock just at the view limit range and he could'nt see it. I asked him what his view setting was. 100 % same as mine. I still did'nt belive him so I switched position and true enough the gunner cant actually see as far as the driver.
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