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03-15-2007, 03:06 PM #16
Re: The reality of PRM
The gunner in the gunships can zoom in like in the A.P.C. and Tanks.
True|TG-33rd|Calvin






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03-15-2007, 04:06 PM #17
Re: The reality of PRM
ive made a new thread in PR forums on this topic, compiling the list
http://realitymod.com/forum/showthre...027#post310027
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03-19-2007, 01:39 AM #18
- Join Date
- Mar 2007
- Posts
- 2
Re: The reality of PRM
That's a little worrisome. I would say the only real nice thing about playing a medic right now is their (unrealistic) survival ability thanks to the unlimited healbox they've got. But if they can't even heal themselves, what's the fun in playing a class with 4 extra clips, no body armor, no frag grenades, no nothing? Hopefully you guys can givem something to make them a little more desirable, cause most people already opt away from them it seems... frags+armor would be reasonable, I think
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03-19-2007, 02:57 AM #19
- Join Date
- Mar 2007
- Posts
- 54
Re: The reality of PRM
Medics should first fill the role of the player that heals/revives the other players.
Playing as medic is useful for the team, anyone playing a medic first so they could heal themselves and only second to be any use for the team should just go and play vBF2.
I agree that if they cant heal themselves anymore they need something new added, but nades and armor?
As if the engine's hit detection isnt already annoying so that body armor blocks over 80% of the shots (Mostly when the player that is hit is moving) theres no need for MORE players that shooting bullets at is pointless. Frags would IMO ruin the gameplay completely, the 25-50% of a team being grenadiers causes the game to already have too many nades, the fact that both marksman and support get nades aswell doesnt prevent the game from being a nade spam fest like vBF2.
If they should receive something its 3-5 field dressings instead of 1, not more combat abilities.
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03-19-2007, 06:05 AM #20
Re: The reality of PRM
Medic: body armor, 6+1 mags, 3 field dressing. have a little faith :P
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03-19-2007, 02:00 PM #21
- Join Date
- Jan 2006
- Posts
- 322
Re: The reality of PRM
How do you zoom when a chopper gunner? Tried X before, but didn't seem to work.
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03-19-2007, 02:25 PM #22
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03-19-2007, 02:40 PM #23
Re: The reality of PRM
Hmmmm... perhaps it depends on the helo? I know for sure that for me, on the Mi28, it's C (change camera) to enable 2x zoom when cannon is selected. Right mouse cycles cockpit->cannon->TV missle->cockpit ... unless my controls got screwed up which is completely possible!

|TG-12th|WhiskeySix
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03-19-2007, 02:48 PM #24
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03-19-2007, 04:45 PM #25
Re: The reality of PRM
Chopper gunners get zoom as well. Very useful at keeping distance from those RPGs.. The grey screen makes FF a big issue though. Pilot needs to communicate with gunner and warn about blue dots.
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03-19-2007, 11:14 PM #26
Re: The reality of PRM
I don't know if this is common knowledge or not, but I just discovered this the other night. When gunning in a humvee, you can press Ctrl to duck down in the turret. You release the gun, but you may be able to avoid fire this way. Not sure if it works with .50 on the gun truck though.
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03-20-2007, 12:27 AM #27
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03-20-2007, 12:35 AM #28
Re: The reality of PRM
|TG-1st|Grunt
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03-20-2007, 09:57 AM #29
Re: The reality of PRM
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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03-20-2007, 10:02 AM #30
Re: The reality of PRM
C is the zoom for chopper cannons... the right mouse is just 'iron sights' for the BH mini guns. When in an attack chopper you get 2x zoom.
Now, GOOD INTEL: COMMANDERS
You can talk to individual squads by selecting them in the tactical map menu and pressing B instead of V. While pressing B you will only talk to the highlighted squad leader. V will talk to all of them. Save your SL's unneeded radio chatter!
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|TG-6th|Belhade








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