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Old 21-05-2009, 12:35 PM   #251 (permalink)
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what about giving usmc a blackhawk?
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Old 21-05-2009, 03:37 PM   #252 (permalink)
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what about giving usmc a blackhawk?
Without any AA sites on the map and the BH's newly beefed up gatling guns?
That would be a massacre against the PLA side.

No, leave it as it is:
A city map with close quarter fighting in some parts and armor fighting in others.
Also, airborne transportation would disrupt the whole beach landing scenario.
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Old 21-05-2009, 05:44 PM   #253 (permalink)
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The only thing it needs is a PLA uncap. The flags are way to close not to have one and they get capped out almost every game I've played.
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Old 22-05-2009, 03:12 PM   #254 (permalink)
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The only thing it needs is a PLA uncap. The flags are way to close not to have one and they get capped out almost every game I've played.
Well, I guess that's because on this map everyone plays the PLA side as if the rear flag was an uncap, rushing out and concentrating on the other flags.
No surprise they'll get stabbed in the back with their own tank.

People should try and protect it, as it's a quite important spawnpoint with a tank and APC and also the commander assets.
And cutting the two bridges is not enough defence.
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Old 22-05-2009, 09:30 PM   #255 (permalink)
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Really PlayVnm6? Are you a landscape designers? Is it that critical that every freakin plant get moved around to suit your liking?
No? But does it look normal that plants are half way in the wall? Guess not! Its something what can be fixed and yeah i dont saw issues like this in Cod4. Maybe there are glitches but you dont see them like here.
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Old 23-05-2009, 12:10 AM   #256 (permalink)
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No? But does it look normal that plants are half way in the wall? Guess not! Its something what can be fixed and yeah i dont saw issues like this in Cod4. Maybe there are glitches but you dont see them like here.
Absolutelycorrect there are a fair fewglitch;s
In BF2 where there are not in other games e.g. COD
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Old 23-05-2009, 10:58 AM   #257 (permalink)
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I have to say that further improvements should be done, nothing big but atleast make it possible to go around the defense close to Market (Going left instead of in the middle).
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Old 25-05-2009, 09:30 AM   #258 (permalink)
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add mounted machine guns to the us sandbag towers to help prevent base rape !!!!!

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Old 25-05-2009, 12:05 PM   #259 (permalink)
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add mounted machine guns to the us sandbag towers to help prevent base rape !!!!!
That's a good point actually.

The US base doesn't seem to have any mounted defences at all, yet the PLA could attack it with boats and even APCs.

Some machine gun nests would really help.
One of them should be in the hangar where the APCs are parked.
Some should be outside covering the ramps to the water.

TOW missiles could be a problem though, as they could be fired across the water towards the temple flag.
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Old 25-05-2009, 04:45 PM   #260 (permalink)
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add mounted machine guns to the us sandbag towers to help prevent base rape !!!!!
Agreed, that and a TOW for defense against APCs on vehicle maps!
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Old 25-05-2009, 05:18 PM   #261 (permalink)
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I must say i like defending the PLA main base. Some mines under the bridge has given me lots of kills!

Same thing with USMC main base, some mines on the ramps and any landing RIB/APC gets blown to bits.

Ow yeah, its possible to use a RIB to go under the second bridge, don't know if that should be in the map design?

Last edited by Tiuri20000; 25-05-2009 at 06:09 PM..
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Old 25-05-2009, 07:30 PM   #262 (permalink)
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Just replace the LMG on RIB's with .50 Cal's. It is far from uncommon in reallife, and would improve gameplay. Boats will be less vulnerable to individual AT soldiers and will get raped less by air assets on wake island. In general they make beach assaults more viable and there is no need to worry about them being overpowered weapon platforms since they cannot be taken inland and on practically all maps geography and-or structures prevent deep inland covering.



Edit: in fact this might be thé solution to the wake air dilemma as nothing gets boosted or nerfed, but the USMC, when they work together, will be better able to prevent baserape (patrol in a 3 RIB group in front of the carrier).

Last edited by NLaiDao; 25-05-2009 at 07:32 PM..
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Old 25-05-2009, 07:50 PM   #263 (permalink)
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what about giving usmc a blackhawk?
I did already suggested this Baza at dice stated the reason they can't i don't remember which thread its on.
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Old 25-05-2009, 11:08 PM   #264 (permalink)
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Originally Posted by Tiuri20000 View Post
I must say i like defending the PLA main base.
Same thing with USMC main base, some mines on the ramps and any landing RIB/APC gets blown to bits.
... aswell as your own USMC apcs trying to leave the base ...


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I did already suggested this Baza at dice stated the reason they can't i don't remember which thread its on.
think it had something to do w/ drawcalls
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Old 26-05-2009, 03:57 AM   #265 (permalink)
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Originally Posted by NLaiDao View Post
Just replace the LMG on RIB's with .50 Cal's. It is far from uncommon in reallife, and would improve gameplay. Boats will be less vulnerable to individual AT soldiers and will get raped less by air assets on wake island. In general they make beach assaults more viable and there is no need to worry about them being overpowered weapon platforms since they cannot be taken inland and on practically all maps geography and-or structures prevent deep inland covering.



Edit: in fact this might be thé solution to the wake air dilemma as nothing gets boosted or nerfed, but the USMC, when they work together, will be better able to prevent baserape (patrol in a 3 RIB group in front of the carrier).
I support this completely; boats are practically defenseless. Due to a lack of traction the boats will continue to move for quite some time after input has ceased, and therefore any weapons fired from them will suffer severe accuracy penalties. Replacing the .30 with a .50 would do wonders; it may actually make the boats worthy of sharing a category with the FAV and DPV.

On a different note: I don't know if anyone has mentioned this yet (I'm not going to read this whole thread, sorry), but if a player drives a boat or APC under the low bridge on OBP he can shoot through the bridge and kill players. It works from all the positions on a boat so players could even shoot rockets and throw grenades through it. The advantage isn't huge, but it should probably be fixed.
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Old 26-05-2009, 01:27 PM   #266 (permalink)
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Hi guys, I have a question about battlefield Special Forces, I don't know if it is a game bug.
When inside a vehicle, (helicopter, tank...) is it possible to enable and disable night vision?.
Because outside them I can enable and disable it but inside a vehicle, It does not work. I can switch between them.
Is it a bug that can easily be repaired?.

Has anyone had the same problem?
Thanks guys.
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Old 26-05-2009, 02:50 PM   #267 (permalink)
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Originally Posted by DTFLionHeart View Post
Hi guys, I have a question about battlefield Special Forces, I don't know if it is a game bug.
When inside a vehicle, (helicopter, tank...) is it possible to enable and disable night vision?.
Because outside them I can enable and disable it but inside a vehicle, It does not work. I can switch between them.
Is it a bug that can easily be repaired?.

Has anyone had the same problem?
Thanks guys.
jezus,,,,wrong topic dude. Damn noobs.
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Old 26-05-2009, 02:59 PM   #268 (permalink)
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Sorry, youre right. My mistake
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Old 26-05-2009, 07:57 PM   #269 (permalink)
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Originally Posted by The-APC-Driver View Post
... aswell as your own USMC apcs trying to leave the base ...
That depends on the server setting, friendly fire on or off for mines.

In all, it works, so i do not really see the problem defending the base, of course the keyword for successful defense is: Teamwork
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Old 26-05-2009, 08:06 PM   #270 (permalink)
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That depends on the server setting, friendly fire on or off for mines.
true, the noobs never care about that though

another thing that bugs me is that the chinese team would have to leave a tank behind to defend their main 24/7 incase the USMC have the brilliant idea to move all their apcs back there
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Old 26-05-2009, 08:40 PM   #271 (permalink)
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true, the noobs never care about that though

another thing that bugs me is that the chinese team would have to leave a tank behind to defend their main 24/7 incase the USMC have the brilliant idea to move all their apcs back there
The PLA tanks actually prevent that most of the time by standing on the ramp at Old Square. It's the only place for them to do anything if the market and temple are defended well by ATs. Not to mention the PLA apc is in the water there, too.
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Old 26-05-2009, 08:49 PM   #272 (permalink)
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Could you make the oob line outside the green? Boats could go that way to the back. Another point what could make the US give a chance to land.


Final oob lines from the map OBP. It wouldnt make the gameplay different that much.
This change to the map still looks interesting, i like the idea of the canals with boats racing trough them.
However having boats and APC's storming the PLA from multiple sides defeats the beach landing idea. Which does not seem to work out to well, most of the time.
Maybe combining it with the PLA main base being an uncap?
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Old 26-05-2009, 09:51 PM   #273 (permalink)
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Maybe combining it with the PLA main base being an uncap?
Don't you think they already have enough advantages on this map?
The canals can easily be blocked by one engineer... one mine or two and no boat will be able to get through.
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Old 26-05-2009, 11:07 PM   #274 (permalink)
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That South canal is a little bit glitchy; The bridge is too low. I'd love to have it open, but the bridge would have to be moved/swaped/modified.

I removed the combat area to check out the whole map and it's pretty neat. Some places are really bland but it sure is interesting.
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Old 27-05-2009, 04:39 AM   #275 (permalink)
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The Temple flag i believe was already stated by Baza that it will be changed no need to go over this again.
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