Alternate Deployable Assets
-
sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
-
K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: Alternate Deployable Assets
i see a problem with this: Barb Wire / Sandbags
it's a vehicle block too. in the battlefield engine sandbags are like titanium walls. you can't really break them by driving at them. or am i wrong?.
and to to have a bunker like in pr v0.7 sounds good. you can create firebases by left and bunkers by rightclicking.
it's a vehicle block too. in the battlefield engine sandbags are like titanium walls. you can't really break them by driving at them. or am i wrong?.
and to to have a bunker like in pr v0.7 sounds good. you can create firebases by left and bunkers by rightclicking.
-
richyrich55
- Posts: 332
- Joined: 2007-07-18 16:04
Re: Alternate Deployable Assets
This would be a welcomed change to FOB's.
"What's the advantage of these choppers when compared to a squad medic?"
Pirate
"Medics dont have rotors."
rampo93(FIN)
- Zrix
- Posts: 4425
- Joined: 2005-12-02 14:25
Re: Alternate Deployable Assets
Well, you can run down the static concrete road blocks with cars, so something similar should be applicable to buildable stuff. Maybe.K4on wrote:i see a problem with this: Barb Wire / Sandbags
it's a vehicle block too. in the battlefield engine sandbags are like titanium walls. you can't really break them by driving at them. or am i wrong?.
and to to have a bunker like in pr v0.7 sounds good. you can create firebases by left and bunkers by rightclicking.

-
Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Alternate Deployable Assets
You might be able to make them destruct upon impact, much like the concrete barriers do (they're in Kashan bunkers, etc). It would do a bit of damage to the vehicle if it wasn't armored, but an IFV/Tank could plow through it like it rightfully should.K4on wrote:i see a problem with this: Barb Wire / Sandbags
it's a vehicle block too. in the battlefield engine sandbags are like titanium walls. you can't really break them by driving at them. or am i wrong?.
and to to have a bunker like in pr v0.7 sounds good. you can create firebases by left and bunkers by rightclicking.
/ninja'd
-
Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: Alternate Deployable Assets
I like this idea. I miss bunkers, and sandbags would prove useful and probably have a posotive impact on the game (other than unarmored vehicles trying to ram them (boom))
-
ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: Alternate Deployable Assets
Tying th TOW and Mortars within the same "pool" of assets is a brilliant idea.
-
killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Alternate Deployable Assets
yes it would be brilliant idea shame he didn't suggest quite thatytman wrote:Tying th TOW and Mortars within the same "pool" of assets would a brilliant idea.
i like the idea of being able to put up sand bags and wire,also the MG nest idea, possible made out of corregated metal sheets for a roof and held up by some polls, and place low on the ground and have 3 arcs of fire for LMG's to get inside.
-
killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Alternate Deployable Assets
nah cuz they're hard to get into sometimes and hard to get out, i say bring in a one sided foxhole type thing with a roof for protection.Ghost1800 wrote:Bringing back the old style foxholes that go all the way around but require to jump in would be pretty nice as an alternative to the one where it leaves your back exposed. Would be a lot more helpful during a mortar/artillery strike.
-
illidur
- Posts: 521
- Joined: 2009-05-13 12:36
Re: Alternate Deployable Assets
i think an insurgent roadblock built near hideouts or caches would be awsome. but instead of wire it needs to be on fire. ( the idea is from ramiel ) i am against lots of deployables for insurgents but i think having one kind would add to insurgency. this would serve the purpose of area denial rather than extra defense.
-
=]H[= JakCurse
- Posts: 227
- Joined: 2009-07-14 10:38
Re: Alternate Deployable Assets
Perhaps engineer it so that if sandbags are placed there's NO tank traps, to offset the value and make them significantly different. But yeah, great idea.
-
myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Alternate Deployable Assets
if you just make it you have to go at a slower speed to bash them down than a wall im sure it could wrkZrix wrote:Well, you can run down the static concrete road blocks with cars, so something similar should be applicable to buildable stuff. Maybe.
-
Maniac302
- Posts: 105
- Joined: 2008-10-15 21:56
Re: Alternate Deployable Assets
I'd like to see versions of the buildable TOWs and AAs with higher sandbag walls around them, in cases where you don't need to shoot down, but want better small arms fire protection for the operator.
The beatings will continue untill morale improves. 

-
Operator009
- Posts: 195
- Joined: 2009-09-10 02:21
Re: Alternate Deployable Assets
Don't insurgents use mortars IRL? I remember US bases get mortar'ed all the time at the beginning of Operation Enduring Freedom.




