[R-DEV]dbzao's Public Gameplay Test #2

General discussion of the Project Reality: BF2 modification.
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by TeRR0R »

ytman wrote:Insurgent teams must maintain total control over the immediate area of the cache when dealing with C4.
... which is not really possible on a single compound in the open area when there are tanks/apc convering everything.
redfor are only good for ambushes or cqc inside compounds. No chance to protect outer walls all the time.
Alpha.s9
Posts: 152
Joined: 2010-08-20 12:20

Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Alpha.s9 »

TeRR0R wrote:... which is not really possible on a single compound in the open area when there are tanks/apc convering everything.
redfor are only good for ambushes or cqc inside compounds. No chance to protect outer walls all the time.
I think since c4 changes are not on the list here we should put all that in a different thread.

EDIT TO ADD "DIFFERENT THREAD" LINK :P

https://www.realitymod.com/forum/f18-pr ... ation.html

I propose we use that for INS changes not related to the ones specific to DBs test.
Last edited by Alpha.s9 on 2012-04-11 23:52, edited 1 time in total.
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Mineral
Retired PR Developer
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Location: Belgium

Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Mineral »

these settings will also be used on the new PRTA NA01 server. This server is launching tonight.
https://www.realitymod.com/forum/f29-pr ... ver-2.html
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JimmyKid1996
Posts: 363
Joined: 2010-03-22 19:29

Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by JimmyKid1996 »

TeRR0R wrote:redfor
Opfor... :P
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TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by TeRR0R »

I know, but redfor is a well known term here. So I can use it as well. 8-)

Sorry for OT.
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