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07-07-2008, 07:18 PM #46
Re: ** Rules change: Fool's Road **
well when i become an admin im going to horribly abuse my power.... beware

Cry Wolf|TG-XV|CryWolf

Thanks for the sig Bandaid (look at how well made my avatar is!)



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07-07-2008, 07:58 PM #47
Re: ** Rules change: Fool's Road **
which is probably why it wont happen. saying things like that come back to haunt you!
|TG-6th|Ferris Bueller
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07-07-2008, 08:13 PM #48
Re: ** Rules change: Fool's Road **
dude joke, mellow out, have a look at the previous posts and the smilie youll get it
Cry Wolf|TG-XV|CryWolf

Thanks for the sig Bandaid (look at how well made my avatar is!)



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07-07-2008, 08:14 PM #49
Re: ** Rules change: Fool's Road **
you really think i missed the joke, huh?
come on now...
|TG-6th|Ferris Bueller
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07-07-2008, 08:33 PM #50
Re: ** Rules change: Fool's Road **
lTG-6thl NardDawg
Kicked? Banned? Click here!!! | Everything you Need to Know About the PR Server | Need an admin? PM me | XFire
OK, runner ups get 3 months free SM and the winner gets a custom 2012 Dodge Charger with TG decals, built in dashboard laptop with TG as the homepage and an aquarium built into the steering wheel that's filled with japanese fighting fish. - Axis

07-07-2008, 08:37 PM #51Re: ** Rules change: Fool's Road **
I also missed the joke, 3 nights pissed at a music festival and writing this at 12 doesnt help...
Cry Wolf|TG-XV|CryWolf

Thanks for the sig Bandaid (look at how well made my avatar is!)



07-08-2008, 03:30 PM #52Re: ** Rules change: Fool's Road **
07-08-2008, 03:52 PM #53Re: ** Rules change: Fool's Road **
yeah most APC/IFV's can cross rivers as long as the water dont get over the hatch or the air intake/exhaust there should not be a problem. f.eks. a leopard 2 MBT can if equiped with the propper kit cross a 2.5 (if i remember correct) meter deep body of water by driving on the bottom
a link to the german Marder ifv. In the section description there is something about its fording depth. The reason i use this is that its the first i found.If people are becoming so bored when playing that they have to resort to this immature behaviour I will give them something to do, call it a project. The project is "appeal a ban". - Wicks









07-08-2008, 04:22 PM #54
07-08-2008, 06:16 PM #55Re: ** Rules change: Fool's Road **
I don't think you will be needing it then.


07-08-2008, 06:18 PM #56
07-08-2008, 06:20 PM #57Re: ** Rules change: Fool's Road **
pppssstt* i think something is implied
|TG-XV|CryWolf

Thanks for the sig Bandaid (look at how well made my avatar is!)



07-08-2008, 07:29 PM #58Re: ** Rules change: Fool's Road **
I've heard from a very disposable person that the fastest way to becoming an admin is NOT campaigning for it
07-09-2008, 02:02 PM #59Re: ** Rules change: Fool's Road **
I really have to gripe about this.
I haven't read through this entire thing, so my apologies if this has already been brought up, but with the inclusion of this new rule, tactics have been tanking. I have already played several games where the ENTIRE battle takes place over the bridge, whether the brits have other flags or not. Since I am often forced into an engineer on that map, let me tell you how much fun it is to keep repairing and de-mining that damn bridge under constant sniper fire.
Destroying a bridge is very tactically sound, but this is a game first and foremost and as such, should be enjoyable by more than 1 team.

Community, not corporation!
TG-Irr BetterDeadThanRe(D)
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