30 mines as conventional forces. 20 proximity IEDs (aka the mines that Insurgents use).snooggums wrote:You can set 10 mines now and will be able to set 30 in the next patch.
*assuming you are an insurgent that is.
Making non paved road inhabitable to run on.
-
ReaperMAC
- Posts: 3055
- Joined: 2007-02-11 19:16
Re: Making non paved road inhabitable to run on.

PR Test Team: [COLOR="Black"]Serious Business[/COLOR]
[R-DEV]dbzao: My head Rhino.... (long pause) My beautiful head
[R-DEV]Rhino - If you want to spam do it in the tester area please.
Control the Media, Control the Mind.
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Making non paved road inhabitable to run on.
Guys, its not a stupid suggestion this guy is bringing forward.
For APCs, and other all terrain vehicles etc, sure forcing them on to roads is just plain dumb
But for Trucks...trucks are not really designed for offroading are they?
It doesn't really matter on maps like fallujah where its more forced paths of movement, but basrah has alot of village roads etc, which are quite simply...different coloured bits of sand.
In future maps it might not be a bad idea to have terrain that will throw vehicles about a bit, forcing them to stop to engage targets rather than keep moving, and slow down slightly.
This ofc wouldn't affect the city.
The kind of terrain I'm talking about is featured on Korengal, see the fields. They are not smooth.
I'm not saying its a good idea, I'm not saying its will result in good gameplay. I'm saying that the suggestion is NOT STUPID. Its worth discussing. So stop beating down on him.
For APCs, and other all terrain vehicles etc, sure forcing them on to roads is just plain dumb
But for Trucks...trucks are not really designed for offroading are they?
He's only doing it wrong atm cuz the gameplay is that way. But should it?If you put your IED where they could just go on desert and avoid it, your doing something really wrong. Something REALLY wrong. Go read the tactics forums on IED placement.
It doesn't really matter on maps like fallujah where its more forced paths of movement, but basrah has alot of village roads etc, which are quite simply...different coloured bits of sand.
In future maps it might not be a bad idea to have terrain that will throw vehicles about a bit, forcing them to stop to engage targets rather than keep moving, and slow down slightly.
This ofc wouldn't affect the city.
The kind of terrain I'm talking about is featured on Korengal, see the fields. They are not smooth.
I'm not saying its a good idea, I'm not saying its will result in good gameplay. I'm saying that the suggestion is NOT STUPID. Its worth discussing. So stop beating down on him.
-
Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: Making non paved road inhabitable to run on.
*SLAP*Cheditor wrote:Also it is a game so logistic and getting to places easier isnt really a huge issue.
-Shame on you. Shaaaaaaaaaaaame on you...
-Indeed, but it's a resuggestion and about the only ways to do something like this would be to make off-road terrain rugged and trucks with paper health or maybe some crazy changes to truck handling or something else. Another issue as well is the fact that supplies may be(and most often are) required somewhere far away from the road and without any other way of transporting supplies to that area(I have an idea about this but that's for another thread) something like this would seriously impede gameplay.Dr2B Rudd wrote:Guys, its not a stupid suggestion this guy is bringing forward.
-
Cheditor
- Posts: 2331
- Joined: 2009-03-01 14:35
Re: Making non paved road inhabitable to run on.
Tartantyco what i mean to say is that in real life you need to follow roads to keep the vehicle safe, to get places faster and it follows supply routes and another load of logistic problems. But in PR we dont have a battle plan set by generals etc we just make our own way around, we choose the best way in our head. When i was thinking at the time i thought that would explain it but re-reading it i can see i made no sense to my point what so ever.
-
richyrich55
- Posts: 332
- Joined: 2007-07-18 16:04
Re: Making non paved road inhabitable to run on.
Cheditor wrote:And this is that IED video
YouTube - Massive IED explosion
That's a f**king VBIED (aka Truck Bomb) genius. Not an IED.
Used warned for attitude problem.
-Desertfox
Last edited by Desertfox on 2009-05-24 07:38, edited 1 time in total.
"What's the advantage of these choppers when compared to a squad medic?"
Pirate
"Medics dont have rotors."
rampo93(FIN)
-
Human_001
- Posts: 357
- Joined: 2008-08-02 10:26
Re: Making non paved road inhabitable to run on.
But that's the exact effect that should occur. "Supply Truck ambush" (Insurgent), or "Cutting off enemy supply" (Conventional Military). Very realistic.[R-COM]Tartantyco wrote:
-Indeed, but it's a resuggestion and about the only ways to do something like this would be to make off-road terrain rugged and trucks with paper health or maybe some crazy changes to truck handling or something else. Another issue as well is the fact that supplies may be(and most often are) required somewhere far away from the road and without any other way of transporting supplies to that area(I have an idea about this but that's for another thread) something like this would seriously impede gameplay.
-
ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: Making non paved road inhabitable to run on.
We play an open world game, why would we want to be confined to roads? And your suggestion also would single-handedly ruin the entire logistic and firebase system in PR. We would never be able to make a firebase anywhere but close to a road, which is just plain stupid.
-
Fess|3-5|
- Posts: 117
- Joined: 2007-03-04 08:27
Re: Making non paved road inhabitable to run on.
Military Vehicles go offroad.
Military Vehicles go fast offroad.

-
hiberNative
- Posts: 7305
- Joined: 2008-08-08 19:36
Re: Making non paved road inhabitable to run on.
this is a game and people are expecting IEDs and insurgents which kinda kills some of the surprise factor. try to improvise.
place the IED at choke points.
place an obvious mine and have them drive into your IED while avoiding said mine.
place the IED at choke points.
place an obvious mine and have them drive into your IED while avoiding said mine.






