Command & Control (give it a chance)

General discussion of the Project Reality: BF2 modification.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Command & Control (give it a chance)

Post by SGT.Ice »

'[R-DEV wrote:AFsoccer;1796306']I've asked the mapping team to create alternate CNC layers without heavy assets, just like we do for AAS... so that problem will be mostly solved with v1.0.
Can we get one for Fallujah that has 1 tank in it as the only asset!?!?!?!?!? :twisted:
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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Command & Control (give it a chance)

Post by waldov »

about time someone suggested that what wrong with tanks in insurgency any way??
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: Command & Control (give it a chance)

Post by Sgt. Mahi »

We need to prohibit mortars... The FOB is too weak to stand against any mortar attack.

In CnC mode that is....
Peace is that brief glorious moment in history when everybody stands around reloading
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Command & Control (give it a chance)

Post by Psyrus »

Sgt. Mahi wrote:We need to prohibit mortars... The FOB is too weak to stand against any mortar attack.

In CnC mode that is....
https://www.realitymod.com/forum/f18-pr ... ystem.html

Perhaps something to consider for C&C mode?
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Command & Control (give it a chance)

Post by SGT.Ice »

Sgt. Mahi wrote:We need to prohibit mortars... The FOB is too weak to stand against any mortar attack.

In CnC mode that is....
I find mortars in general are a bit cheap to use against a FOB, that's my opinion. 1 well placed mortar & your FOB is down, 2 & it's gone. You can be half way across the map & eliminate the enemies ability to respawn in the field.

If it weren't for mortars, i'd be more for playing C&C.

The Tank on Fallujah was removed due to the fact it took ~4-8 RPGs to kill it I believe. Plus the USMC already had 2 LAV's. It was always fun to shit your pants as a tank drove down the road coming for you.

Nice idea, probably better than my suggestion.
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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Command & Control (give it a chance)

Post by sweedensniiperr »

About mortars.

In games I've played before in CnC the teams were all "let's get fob up close to map center and we'll win!" Today, I witnessed another tactic. Placing FOBs on a good position to defend, quite some distance to the other FOB. This way no mortars where needed at all since both FOBs were so far away from each other. Map: Shijia.
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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Command & Control (give it a chance)

Post by alberto_di_gio »

NuclearBanane wrote:20 people to be exact. You need a commander right?

But it shows how the community and the view of the community has on it self saying they need teamwork and competent teammates.
To say PR has become what BF2 was, chaos.
I have had awesome rounds recently but then again a lot are just normal rounds where teams are slugging it out and people are hesitant to come together because its not an " event "
Its like labeling a match an event makes people more team oriented.


~Nuke
As an old player I would like to disagree that. Due to some depreciation our core PR group give a break to PR like 1,5-2 years ago. Then suddenly we came back not even a week ago. And truly we found PR:BF2 much more team-play and tactic oriented than used to be. As far as I see high rate of mumble usage helping that a lot. Sadly there are half number of servers and people that used to be 2 years ago but the players left definitely increase the quality of the game I say.

Sorry if this is out of topic.
Best
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