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PR:BF2 Tales from the Front Share your in-game experiences playing PR:BF2. |
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2009-01-26, 04:25 | #11 |
Join Date: Oct 2007
Posts: 1,197
United Kingdom
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Re: BLOODY WIRE
many times its not so much the wire thats the problem but the idiots that insist it must be there, some dont see the logic of setting up an entrance and will defend their wire placement as if it were their child.
i was on seven gates last night on the PLA side at the river fort and we couldnt get the logistics truck to drop off supply crates as somebody insisted on placing a great big wire across the front ramp, meaning if anybody wanted a kit they had to venture out to the killing field and risk getting shot. when people started saying it was better to have the crates inside the fort all he replied was TOUGH LUCK THEN and rebuilt it whenever someone tried to drop a phosphorus nade on it. |
2009-01-26, 05:02 | #12 |
Join Date: Nov 2008
Posts: 1,756
United States of America
Location: North Carolina
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Re: BLOODY WIRE
I miss the .8 wire as it was easily placed 5 meters in front of you and effectively blocked entrances against infantry. I propose putting it back in the next build along side the "new and improved" buildable wire. The new wire seems to give most people fits when trying to place it just right. It has dropped directly on many of my squad leaders this past weekend and even on me. Plus, some of it will appear with a huge dirt mound. While, good in some cases, its not good in others. I understand the mod is always in a case of WIP, but I'm just giving some early thoughts. Love the work CodeRedFox and I'm eagerly awaiting for your next map, Feyzabad.
Maybe CharityCase will figure out the new wire and teach us all... Project Reality razorwire tutorial |
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2009-01-26, 16:30 | #13 |
Join Date: Aug 2008
Posts: 3,506
Canada
Location: St. Catharines, ON
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Re: BLOODY WIRE
I don't see a problem with the new wire, It's just as easy to place for me as the old wire.
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2009-01-26, 17:44 | #14 | |
Retired PR Developer
Join Date: Nov 2005
Posts: 5,886
United States of America
Location: ZZ9 Plural Z Alpha
Blog Entries: 9
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Re: BLOODY WIRE
Yeah it shouldn't (code wise) be any different, but not a 100% on that. You might just be noticing the dirt mound more as the older one didn't have it.
Quote:
DesmoLocke: Hey, CodeRedFox, back on top, man. CodeRedFox: Thanks, Desmo. You rock. DesmoLocke: No, you rock. When you gonna drop Feyzabad on us, buddy? CodeRedFox: Not yet. You gotta tame the beast before you let it out of its cage. | |
"apcs, like dogs can't look up" - Dr2B Rudd |
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Last edited by CodeRedFox; 2009-01-26 at 17:58..
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2009-01-27, 05:57 | #15 |
Join Date: Nov 2008
Posts: 1,756
United States of America
Location: North Carolina
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Re: [AAR] BLOODY WIRE
LOL
Well, I've noticed that if the wire isn't placed on perfectly flat ground, you can get a mound of dirt up to 5 meters high. But, that occurs for most of the buildable objects. I'll try to get a screen shot of it... |
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Tags |
aar, bloody, wire |
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