Operation Marlin - INS

ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Operation Marlin - INS

Post by ComradeHX »

Nightingale wrote:Yeah, I don't think "open caches" are really that much of a problem on this map.

Especially when it's so easy for the INS team to go civilian and punish the APC for shooting at the cache.
Civi death means very little now that it only takes 50 intel to reveal cache AND civi timer nerfed to 2min again.

Unless APC gunner is dumb enough to get himself executed.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Operation Marlin - INS

Post by Mineral »

Image

I heard you guys wanted a new INS layout? ;)
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Operation Marlin - INS

Post by Jacksonez__ »

'[R-DEV wrote:Mineral;2081273']Image

I heard you guys wanted a new INS layout? ;)
:shock:

NICE
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Operation Marlin - INS

Post by zloyrash »

YES! We want
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Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Operation Marlin - INS

Post by Nightingale »

Y E S

:-P
IGN: 1993 TOYOTA_PREVIA
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Operation Marlin - INS

Post by Nightingale »

I got a chance to play the v1.3.6 version of this map (France vs HAMAS) yesterday. Thanks for rearranging it for us!

Is it normal that the mainbase spawn icon turns red a few minutes into the game? Is this meant to force HAMAS to rely on FOB building in the city? Or is it just an oversight?
IGN: 1993 TOYOTA_PREVIA
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Operation Marlin - INS

Post by Mineral »

Should be fixed soon :) Spawnpoints and vehicles close don't match well but fixed it for next version.
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