Relying on one

Post your feedback on the current Project Reality release (including SinglePlayer).
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Relying on one

Post by Heavy Death »

This is one of the better changes... more immersion. There was a whole 8 man squad on the very cache and they called for help from my squad, as i had a breacher some 100m away (which is 1 km road with all sorts of danger and peril on fallujah)... and when i finally made it there with my breacher guy, someone from the other squad said "Shit, this is is EOD squad!" :D
Skitrel
Posts: 81
Joined: 2013-07-31 12:12

Re: Relying on one

Post by Skitrel »

[R-DEV]Rudd wrote:strange, I do not see a bug report on this subject, perhaps you could make one...include what map you were on, etc
There was a fix in .31, but I don't think it grasped the full scope of the problem:
- Fixed Insurgents not being able to have multiple people with the same kit in the same squad, preventing the ability to spawn with any kit on the spawn screen.
The problem isn't unique to insurgents. Lockouts of individual or all kits can still occur, though I do not know what the circumstances are that's creating the problem, I've encountered it on both AAS and insurgency maps, but it no longer seems to occur for the insurgent armies.
Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: Relying on one

Post by Scared_420 »

When I made this thread, there must have been the bug you guys been talking about because there was only 1 engineer and he was derping in the main. After playing a few more rounds, this new system is deffinately better. I do think the Squad leader should have one incindiary though incase the glitch happens, he can get ammo from the squad, Having to reload deep in enemy territory 6-8 times would be about same amount of time waiting for another squad with the kit to come in.

tldr; give the squad leader one incindiary and make it take 6-8 to kill the cache incase the bug happens
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Relying on one

Post by badmojo420 »

There were bugs associated with the incendiary grenades. In one situation I watched as a Merkava tank(at full health) blew up due to a friendly dropping an incendiary grenade 100m away. I even downloaded the battlelog file and watched it happen over and over from multiple angles to make sure I wasn't imagining it.

I also saw them used against heavy vehicles in combat by people hoping to exploit the glitch and make the vehicle take damage. And then there's the fact that their throw ability needed to be removed because of how much people used them in an unrealistic manner. At least with C4, there's a long arming time and they're timed. Less potential for exploitation.
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