Furthermore, I think aswell that those complaints are most ridiculous, I prefer all the tightly forested maps (especially Fools Road) in PR myself.
All the best,
Viki
Fastropes!? 1337! From the chinook or the A-10 !?!?![R-DEV]Rhino wrote:Like Scot said, its a dev joke, much like the fastropes![]()
'[R-DEV wrote:Dr Rank;997092']Cheers for your reply Mad-Mike, I'm working my socks off to get is as authenic as possible within the constraints of the BF2 engine, constantly working from/refering to ref images/videos.
Don't worry, CAS won't be able to destroy caches. I will make sure none of the compound buildings are penetrable. The compounds out there are generally pretty sturdy anyway, and gameplay wise it would suck if any of the caches were destroyable from the air. The best solution as a BLUFOR player will be to locate the compound where the cache is hidden, set up FSGs using the WIMIKs and the Scimitars, send the troops in on foot, and then before your full on assault of the compound call in some CAS to loosen them up a bit. With the Taliban able to set rally points too it will make it hard to completely clear the area so you'll have to take advantage of the initial strike, use of FSG support, and get in there quick. The are so many places for the Taliban to hide/manuover in concealment that the CAS is actually nicely balanced (that's how it seemed in an early testing session anyway, and how I'm going to work hard to keep it.) As in rl, its very hard to spot the enemy because of the amount of concealment available.
There will be a variety of different CAS options depending on the Gameplay Layer. i.e. each layer will have a different type. In addition the BLUFOR may also have some artillary support available, while the Taliban will almost certainly have access to the Mortars.






Al Basarh!!! FTWgoogle wrote:Any chance we'll be seeing this King of the Hill game mode on other maps? I think Archer would make a great map for varying FOBs each round (kind of like AASv3 but for King of the Hill).