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Posted: 2007-03-30 02:12
by Eddie Baker
charliegrs wrote:i really like dyers idea. any mods see this?
Yes, we have. However, once again, it is pretty much what we already did in the game by adding a disposable, single-shot light anti-tank weapon to a rifleman kit.
Posted: 2007-04-01 12:56
by MMad
MMad wrote:
Sounds like a good plan, if I had *any* idea where they are. I'm not a machine, I can't remember everything..

Couldn't they be shown on the minimap or something? For the faction that "owns" it?
Not good enough. Any map that requires the player to print out a reference map in order to play reasonable efficiently is too complicated by half.
Also, what about all of the other maps? I don't always play Basrah, you know..
Posted: 2007-04-01 20:49
by DarkTalon
probably already been said but the RPG model has 2 RPGs on his back and a loaded one in the launcher. correct me if I'm wrong but isn't that 3?
Posted: 2007-04-01 21:06
by Leo
Master Shake wrote:Just add an arming time to the round so it's usless inside of 50-75ft.
It's already useless outside of 50-75 feet unless you're very very patient.
Posted: 2007-04-01 23:13
by El_Vikingo
Long Bow wrote:Wow, I didn't realize there was so many! Thanks for the map wasteland
The map is on the user guide. Now go and read it.

Posted: 2007-04-01 23:42
by Copy_of_Blah
Top _Cat the great wrote:I heard from a DEV a while back, that the RPG kit for insurgents might become limited.
I would not be total suprised if it did, but dont hold me to it.
I would like to see a limited RPG kit, but with a non limited RPG kit aswell, precise details below:
1) - the limited RPG gunner kit would have 3 armour piercing RPG's and 1 anti infantry RPG.
There would be significantly more of these kits, than say of SA-7's, possibly around 6 for 32 insurgents.
2) - the non limited RPG kit, would have 1 armour piercing RPG and an AK, with possibly 1 extra piece of kit, 1 IDE, 2 smokes - something like that.
Possible Affect
This woudl make aquiring a significant number of RPG rounds more difficult, but skillfull players, when working together, could use 1/2 limited RPG kits to imense affect, due to increase number of rounds (not too powerfull becuase of RPG overall effectiveness against MTBs and RPGs accuracy - just about balance perfectly)
The number of single RPG operaters would almost certainly increase, this being a lesser threat to APCs than the present RPG kit, but the small number of limited RPG kits, would pose a significant threat TO ALL ARMOUR vehicles.
SUm up of Overall affect:
- Increase in required skill to operate RPG's effectively, and therefore offer skilled players a chance to wield RPGs to serious effect - encourage INsurgent players to think about use of assets.
- Increase in required skill to keep armoured vehicles alive, and therefore encourage use of tactics (e.g hull down, high speed dash ext.) - allow skillfull crewmen to excell more easily.
IT IS ALL ABOUT OFFERING THOSE WHO THINK CAREFULLY AN ADVANTAGE!!!!!!!!
So do people:
- agree/disagree about the kits ??
- agree/disagree about the kit layout??
- agree/disagree about the result??
- have other suggestions or points to make connected indirectly or directly with the above??
You realize that that would mean 24 RPGs per 32 player team at one time (That's NOT including the NON-LIMITED RPG kit!)?
That's just insane.
Posted: 2007-04-01 23:43
by Smitty4212
JP*wasteland.soldier wrote:
If you stay crouched with your crosshairs centered for 10 seconds of so, the RPG will fly like a sniper shot. So you see an APC coming down the road, aim well ahead of him and wait for the right moment. If he's still, your life is that much easier.
For anyone concerned, the above is not true. The deviation is still terrible even if you stay crouched with your crosshairs centered for 3298 seconds.