[Gameplay] Logistics

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Maxfragg
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Re: [Gameplay] Logistics

Post by Maxfragg »

lol true, though i still wonder if the specops are really completely removed without any replacement, AND who will be able to drive those trucks when the engis are a limited kit ?
Rhino
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Re: [Gameplay] Logistics

Post by Rhino »

Maxfragg wrote:lol true, though i still wonder if the specops are really completely removed without any replacement, AND who will be able to drive those trucks when the engis are a limited kit ?
crewman if I can remember correctly.
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Maxfragg
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Re: [Gameplay] Logistics

Post by Maxfragg »

hm, would have preferd engeniers for this job, at least since those crewman helmets look stupid in trucks :-P
Chuc
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Re: [Gameplay] Logistics

Post by Chuc »

Sorry, but there's no restrictions on the trucks, so anyone can drive them.
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Maxfragg
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Re: [Gameplay] Logistics

Post by Maxfragg »

something gone wrong or why do two DEVS have the time to chat with me?

no restrictions ? so okay, lets wait for the first sniper driving a repairtruck right into the nirvana since he could not find a jeep
MadTommy
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Re: [Gameplay] Logistics

Post by MadTommy »

All sounds good. Have to wait and see how it all plays out.

But the new limitations of transport sounds excellent. Make the APC do what it should be doing.. nothing more fun in PR than combined squads of mechanised infantry working together.

I'm surprised the repair vehicle has no limitation on driver, that may be annoying.. will have to wait and see.

Thanks team.. 0.85 is shaping up very nicely :D
Scot
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Re: [Gameplay] Logistics

Post by Scot »

[R-DEV]dbzao wrote:Say good bye to the specops.
Oh bai! *waves*
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PlaynCool
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Re: [Gameplay] Logistics

Post by PlaynCool »

[R-DEV]Chuc wrote:Sorry, but there's no restrictions on the trucks, so anyone can drive them.
Oh noes, give it a restriction only to crewmans !
LeChuckle
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Re: [Gameplay] Logistics

Post by LeChuckle »

Scot wrote:Oh bai! *waves*
but what about mister grappling hook?
=Romagnolo=
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Re: [Gameplay] Logistics

Post by =Romagnolo= »

With all these changes, it sounds that the egineers will be not used anymore... What will happen to them ?
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bosco_
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Re: [Gameplay] Logistics

Post by bosco_ »

They become a limited kit that has explosives...
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Rhino
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Re: [Gameplay] Logistics

Post by Rhino »

[R-DEV]bosco wrote:They become a limited kit that has explosives...
ye.. basically the engy has become the demolitions/explosives expert ingame for v0.85, he is basically a marge of the old engy and spec ops with some bits taken away and added.
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Kontrollturm
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Re: [Gameplay] Logistics

Post by Kontrollturm »

What about 16player maps? How can they request kits? Did you even though of them, or do you just add some Trucks?
=Romagnolo=
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Re: [Gameplay] Logistics

Post by =Romagnolo= »

cool :D
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
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Aquiller
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Re: [Gameplay] Logistics

Post by Aquiller »

With all these changes I believe that in 0.85 should be some tolerance for 1-manning the APC, IF you want to have more troops on field. :)
Maxfragg
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Re: [Gameplay] Logistics

Post by Maxfragg »

shotguns and ropes are left by the engy ? that would make them better than any specop was
VoXiNaTiOn
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Re: [Gameplay] Logistics

Post by VoXiNaTiOn »

[R-DEV]Rhino wrote:ye.. basically the engy has become the demolitions/explosives expert ingame for v0.85, he is basically a marge of the old engy and spec ops with some bits taken away and added.
So are we loosing a spawn kit or is it being replaced by something?
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scandhi
Posts: 293
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Re: [Gameplay] Logistics

Post by scandhi »

I saw people argue about the sexu... sorry kit request earlier.
I am guessing that by now e1 have read first post and saw the "KitRequest" Boxes at the repairstation in mainbase.

I am sorry i this already been answered.
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Grasli
Posts: 162
Joined: 2007-02-13 18:05

Re: [Gameplay] Logistics

Post by Grasli »

Ok, speaking of ammo bags I have a question I havent seen been asked before (at least not in this thread).

Question about normal ammo bags @ Rifleman-kits:
Will they get "more" ammo now? Cause in 0.8 they are completely useless. I mean, they cant even rearm a field dressing. Not ONE single field dressing. Re-arming a clip for your weapon is also hard because the bag disappers so fast. It disappears way too quickly!
So have the small ammo bags been changed for 0.85 somehow?
hall0
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Re: [Gameplay] Logistics

Post by hall0 »

Wut?
The amobag in 0.8 can even rearm a HAT.
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