occupying the building.

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maarit
Posts: 1145
Joined: 2008-02-04 17:21

occupying the building.

Post by maarit »

so i played much those betas regarding the rallypoint changes and i discovered that outposts works fine in some maps.
but in mutrah,ramiel,karbala,etc city maps outposts is not working perfectly cos you cant deploy those outposts in a cover.
yeah,this is almost copypaste from betaforums but ill give this a change.
and in 0.9 version i still think that this would be good idea.

so,give us two option to deploy outpost.
regular one what we have now...
and smaller one what you can deploy inside the buildings but make it that its very easy destroy to prevent "low-profile outpost in middle of forest" usage for that.

so you can destroy smaller outpost with just shoot at it,use grenade,apc shot at the windows,give it just little health.
no deployable defence.

if you want to defend that building,order your squad to defend with snipers
,automatic rifleman on roof is a quite powerfull.
many times outpost have deployed so bad place that you get stuck in some places,sometimes when you spawn you fell off the mountain to death.
and when this is easy to destroy,make the regular one a little harder to destroy.
maybe just C4

so:
regular outpost=one crate/defences=second crate.

"occupyed building"=one crate,no defences.

EDIT:i now that this is resuggestion cos i suggested it before but i made it in openbeta forums.
but i thought that those are closed now.
Last edited by maarit on 2010-02-20 20:34, edited 2 times in total.
Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: occupying the building.

Post by Excavus »

I like the idea. Some urban maps there isn't much room to deploy regular forward outposts, so you can deploy this in buildings. Good idea. It will just be a radio and if shot once or twice it will be destroyed.
-.-Maverick-.-
Posts: 361
Joined: 2009-06-07 17:14

Re: occupying the building.

Post by -.-Maverick-.- »

Something like this should definetely be added.
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: occupying the building.

Post by Celestial1 »

Resuggestion.

The suggestion was to have it build a small radio table or something and then drop something like an invisible incendiary 50m above it, if it lands on it it would remove it from the game world.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: occupying the building.

Post by rushn »

how will you get the crate in the building though you will have to get the crate awfully close to the building to work I like the idea though
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: occupying the building.

Post by maarit »

Celestial1 wrote:Resuggestion.

The suggestion was to have it build a small radio table or something and then drop something like an invisible incendiary 50m above it, if it lands on it it would remove it from the game world.
yeah,this was in betaforums but those are closed now i think.
but your method to prevent low-profile in middle of forest usage is great but is it possible to make that way?
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: occupying the building.

Post by Celestial1 »

maarit wrote:yeah,this was in betaforums but those are closed now i think.
but your method to prevent low-profile in middle of forest usage is great but is it possible to make that way?
No, it was a 0.87's suggestion.

And heck if I know. It's still a resugg.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: occupying the building.

Post by killonsight95 »

https://www.realitymod.com/forum/f264-p ... posts.html
there u go maarit u suggested it and i was last to comment on it
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