Nemus wrote:
In Falcon 4.0 i had 3 hours with the manual in hand just to understand how the ground radar works.
The ability to lock on everything just by point your hud on it is a realistic attribute?
Well not your HUD, but yea pretty much. Although in Falcon 4 I can stabilize my cameras and radars while I am evading and rolling, and then simply fire. So if anything these systems are a lot harder to use than Falcon 4 or lock on or whatever.
Still, I don't think that anyone has gotten the AG radar in under 3 hours (including myself and I made the thing). Maybe you think you can get the hang of it faster? Since you're into falcon 4 maybe you will appreciate the CCRP system we're using. Who knows.
And the good news is you still will always have PR.
@ MadTommy:
No one is stopping you from playing as infantry. I've made numerous changes to the movement speed and characteristics of weapons. We will likely include an infantry map once we decide on one that won't suck.
The main reason that infantry haven't gotten "much" attention is because its really bloody hard to add new weapons and kits. And no one on our team knows python really, which is how a lot of the kit system is done.
For infantry I want to split up limited kits into Platoon, and Squad weapons:
Platoon Weapons are scattered amongst your team (5 minute respawn):
- Add 2x scoped GPMG kits (M240 etc)
- Add 2x 60mm mortar kits
- 2x Sniper
- 2x HAT
- 2x Combat Medic
Squad Weapons are spawnable from the menu (2.5 minute respawn):
- Add multiple types of riflemen to spawn menu. Ammo with ammo bags, First Aid with med packs, Anti Personnel with claymores

etc, but let each have either a scope or irons/aimpoint. Will attempt to do the same for the officer kit.
- Add Grenadier, Marksman, light anti tank kits to spawn menu like the LMG (limited to one only).
I know that enterprising squads can have 1 guy leave and have a guy spawn in as whatever he wants and yes potentially that means having a squad with 6 marksmen. But here's how I see it; if they can handle not having ammo, first aid, anti armor, or claymores, then that's some serious talent. No I'm not worried about spam either, because 1. each kit will have an advantage and disadvantage on each map and situation, 2. Players are further apart with the only forward spawns being on firebases anyways.
Misc:
- Probably remove spawns on rally points (have them function literally as rally points), and set spawn times to about 10 seconds, just enough to choose your spawn.
- Have artillery reload in 5-10 minutes.
Now you understand that we haven't forgotten infantry, but the things I have listed will take a significant amount of time to do. And to be frank, infantry in PR are fine compared to vehicles, and so those have priority.