lolz, tell that to all the scimitars, warriors and infantry that there getting taken outDraakon wrote:And? It was the opposite teams fault for not taking it out then.
PS. I was the one on the ZPU-4 and I was calling it rape
lolz, tell that to all the scimitars, warriors and infantry that there getting taken outDraakon wrote:And? It was the opposite teams fault for not taking it out then.
Snipers would have a hard time hitting the guy on it tbh, the thing is so big you can only really get a half decent shot side or rear on which most of the time isn't easy.Souls Of Mischief wrote:Get a sniper or marksman.... or call in mortars. Also, almost all APC's now have thermal, that feature would aid in taking out those pesky ZPU's.
I do remember, but now we have mortars, measurable grenade launchers, marksmen kits, and most of all THERMALS[R-DEV]Rhino wrote:Did you ever play Fools Road in v0.7 when the militia had a deployable ZPU-4? Trust me when I say, its not a good idea (remembers all the rape the ZPU-4 did on that map, mainly when deployed on the top of the Hill estate buildings with huge over watch).
Agree with him on this one.'Sgt.Desert Tiger[TR wrote:;1671222']ZPU-4 in game have no sight while other AA guns have so this make aim difficult.
And you cant repair downed ZPU-4 so if they take it down with mortars or helis before you reach ZPU-4 its over.You can see it on Kokan they are destroying ZPU-4 first and all round we cant use it so its useless.
When we talk about bluefors over powered things you said always use mortars + bombcars + sniper + svd + but when we talk about for other side you are saying "Mortars are something that could take it out ye, but requires them to be built, manned and called in" ???
Engineer spanner repairs it, ammo bag rearms it.'Sgt.Desert Tiger[TR wrote:;1671222']
And you cant repair downed ZPU-4 so if they take it down with mortars or helis before you reach ZPU-4 its over.
No.Because of that we cant repair it.PLODDITHANLEY wrote:Engineer spanner repairs it, ammo bag rearms it.
Did that just two days ago on Barracuda, many times on Jabal - has the taliban engineer got a spanner?

AA guns used against inf and light armoured vehicles when needed by insurgents so saying not let them do it is not realistic.Dev1200 wrote:Limit 1 per map
Force a vertical arc only (No horizontal, so lets say only having a 35-40 degree arc limit, assuming 90 degrees is straight up and down, and 0 degrees is horizontal)
So, the angle of the cannon would never go below, say, 35 degrees, and never above 80, or something like that.
Then it cannot be used against armor, or infantry. Unless you position it underneath a building, or something derp like that. However, at long range, would be 100% useless against vehicles and infantry.
That is, vehicles and infantry on the ground![]()
I remember it well and it was OP then but PR is a totally different game now so so quoting .7 is an invalid argument.[R-DEV]Rhino wrote:Did you ever play Fools Road in v0.7 when the militia had a deployable ZPU-4? Trust me when I say, its not a good idea (remembers all the rape the ZPU-4 did on that map, mainly when deployed on the top of the Hill estate buildings with huge over watch).
totes magotes...Trooper909 wrote:I remember it well and it was OP then but PR is a totally different game now so so quoting .7 is an invalid argument.
Take that same map now with the .7 Deployable ZPU-4's with .97 assets,deviation,thermals,autosniper's and it is no longer OP and is easy to counter IMO.
Hell give it a 20min spwan time and only one, just add it[R-DEV]Rhino wrote: Saying this, you may see some kind of AAA Techie in the future, but if so, in very small numbers and with a huge spawn time.


