FOBs resupply
Posted: 2010-03-05 23:30
Hi, guys.
Since stationary ATs are overpowered now (i'm not pretty sure about this, but many people say that) and because of new FB deployment conditions, i propose to bring some more conditions, which are not breaking realism and should improve game process.
1. Reduce stationary AT ammo to 3-4 rockets (depends of tubes count, which scattered around AT model. By example TOW model has 3 tubes laying nearby it. So ammo count will be 4 (3 tubes + 1 already deployed)).
2. When AT is out of ammo - it should rearm by destroying 1 supply crate nearby it (by example in 50 m radius). If no crates in this radius - it stays unarmed. Radius shouldn't be big, because rearming process is kinda emulation of "soldier running between crate and AT and carrying AT rounds" (which are pretty heavy i think
).
3. It comes from 2. and from condition that 2 supply crates needed to deploy AT. So, SL deploys AT in 50m radius from 2 crates and this should immediatelly destroy these crates. So AT can be rearmed only if this FOB will get some supplies from main.
And now FOBs (and its AT) should have a real support to provide firepower. This should give more action to heli pilots and other guys who likes to do boring job
And on the other side, if You are tank crew and cant show your big gun because of TOW on the mountain - just cut FOBs supply and AT will be disabled
Also these changes removes an absurd ritual, which is used now to rearm AT (burning it with inc. grenade and then rebuild it).
p.s. same can be used for stationary AA.
Since stationary ATs are overpowered now (i'm not pretty sure about this, but many people say that) and because of new FB deployment conditions, i propose to bring some more conditions, which are not breaking realism and should improve game process.
1. Reduce stationary AT ammo to 3-4 rockets (depends of tubes count, which scattered around AT model. By example TOW model has 3 tubes laying nearby it. So ammo count will be 4 (3 tubes + 1 already deployed)).
2. When AT is out of ammo - it should rearm by destroying 1 supply crate nearby it (by example in 50 m radius). If no crates in this radius - it stays unarmed. Radius shouldn't be big, because rearming process is kinda emulation of "soldier running between crate and AT and carrying AT rounds" (which are pretty heavy i think
3. It comes from 2. and from condition that 2 supply crates needed to deploy AT. So, SL deploys AT in 50m radius from 2 crates and this should immediatelly destroy these crates. So AT can be rearmed only if this FOB will get some supplies from main.
And now FOBs (and its AT) should have a real support to provide firepower. This should give more action to heli pilots and other guys who likes to do boring job
And on the other side, if You are tank crew and cant show your big gun because of TOW on the mountain - just cut FOBs supply and AT will be disabled
Also these changes removes an absurd ritual, which is used now to rearm AT (burning it with inc. grenade and then rebuild it).
p.s. same can be used for stationary AA.