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Old 2018-09-05, 21:47   #51
sweedensniiperr
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Default Re: The Falklands - Map Feedback

I know it's probably messy as hell to deal with but more uneven ground could do wonders. As ninja said, just a small hole that only covers you while prone could do a lot.

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Old 2018-09-06, 10:12   #52
Heavy Death
Default Re: The Falklands - Map Feedback

But the ground is a model, he'd have to re-model in the holes. Many pains in the asses.
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Old 2018-09-06, 13:53   #53
sweedensniiperr
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Default Re: The Falklands - Map Feedback

I know, that's why i said it probably would be messy.

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Old 2018-09-07, 00:39   #54
tankninja1

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Default Re: The Falklands - Map Feedback

Quote:
Originally Posted by Heavy Death View Post
But the ground is a model, he'd have to re-model in the holes. Many pains in the asses.
That is why I counter suggested a change to the way the deployable foxholes are. It could be easy to change the way the foxholes works on Falklands maps than it would be to edit the map.
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Old 2018-09-07, 07:58   #55
parch
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Default Re: The Falklands - Map Feedback

Isn't the lack of cover kind of a point when it comes to Falklands? Flanking enemies using hills as a cover instead of just trees/bushes has added risk of being totally screwed when you are found since there is nowhere to hide. It also makes using helis for traveling much more important (and I agree that it's too easy to shoot them down).
Would it be possible to add some more rock formations on the hills to make close quarters more likely to happen on the objectives? SMGs would become more viable and that would also provide some more cover for long range fighting.


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Old 2018-09-08, 14:16   #56
Heavy Death
Default Re: The Falklands - Map Feedback

Quote:
Originally Posted by tankninja1 View Post
That is why I counter suggested a change to the way the deployable foxholes are. It could be easy to change the way the foxholes works on Falklands maps than it would be to edit the map.
Thats also probably very hard since foxholes are a universal system, some python work would be needed.
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