Removing Exploits...

General discussion of the Project Reality: BF2 modification.
blueyze
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Joined: 2006-02-11 19:13

Post by blueyze »

the most annoying exploit in oasias are the players who take a jeep and roll over the enemies :roll:
OriginalSnoozer
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Joined: 2006-02-24 06:41

Post by OriginalSnoozer »

'[R-CON wrote:Rhino']damn, not a bad idea!

also have some like hummers have abit of ammo in them ect but you would need to sit in it for some time or stand arround to get ammo :-D
I like it too. Throw in some extra ammo for everyone and let humvees (and maybe home base) be ammo holders.
When your out your out and have to get a wep from a dead guy.
Any thoughts on how will this affect gameplay?
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six7
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Post by six7 »

I like it too. Throw in some extra ammo for everyone and let humvees (and maybe home base) be ammo holders.
not home bases!!!
does anyone remember the magical grenade bunkers from '42?

the assault calss should be split into two groups, one rifleman and one grenadire(sp?).
the rifleman gets and m16, ammo bag (bullets only) and 4 grenades.
grenadire gets m16, m203, 5 40mm grenades, 2 smokes (maybe they could be shot from the gl too?).
the idea for resupply humvees is a good one though( maybe people will stop using them as mobile mg emplacements and actually use them for transport and logistics.
the rifleman could get a limited number of ammo bags and get their ammo bags resupplied at the humvees.
humvees could also respawn grenades (slowly) as well as at rockets.
tanks and apcs could possibly be resupplied by large ammo trucks that could carry large numbers of soldiers as well but have no offensive capability. they could just be a way to get from one area to the next faster while humvees could be used more for combat transport.
just a thought
TII
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Post by TII »

I'd like to see all classes get smoke grenades if possible, as it is it's almost impossible for the offensive team to win on Sak and SaK2 without some kind of concealment.
RikiRude
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Post by RikiRude »

i like the idea of supply humvees, i think that could work if its possible.
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eggman
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Post by eggman »

Most, if not all, of what's discussed here has been addressed in some way or another in the first test build of 030.

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six7
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Post by six7 »

when can we expect to see 030?
battle6
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Post by battle6 »

The nade spamming issue is very serious. The PRMM tournament had its first battle today (on Karkand) and the defending MEC team pretty much naded the **** out of us, much like you can do in Karkand in vBF2. There is simply nothing you can do since there is no artillery. (No arty is fine, im saying, the nades need to be adjusted as well.)
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Post by Happy »

six7 wrote:when can we expect to see 030?
As everyone would say, when it is done.
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RikiRude
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Post by RikiRude »

battle6 wrote:The nade spamming issue is very serious. The PRMM tournament had its first battle today (on Karkand) and the defending MEC team pretty much naded the **** out of us, much like you can do in Karkand in vBF2. There is simply nothing you can do since there is no artillery. (No arty is fine, im saying, the nades need to be adjusted as well.)
i found out what its like to be on the recieving end of nades, as soon as the flag goes white, nades all over the place for like minutes straight, eesh.


I'd also liked to see the nades taken out of the support kit, they really dont need anything more then that gun, especailly the SAW, the saw works better then a sniper rifle half the time and is just too "good" they dont need nades. with the accuracy/armour/firepower combo of support class it needs to be nerfed by this.
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Peter-SAS
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Post by Peter-SAS »

^

definately. Something has to be done. I'll probably storm off and sulk, if nothing has been done to it in .3
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