2007-02-13, 18:57 | #31 |
Join Date: Jan 2007
Posts: 940
United Kingdom
Location: Wigan - NW England
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their kits are poo though :/
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2007-02-13, 19:04 | #32 | |
Join Date: Nov 2006
Posts: 4,608
Location: Calgary
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2007-02-13, 19:06 | #33 | |
Join Date: Sep 2006
Posts: 307
United States of America
Location: St. Louis, Missouri
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2007-02-13, 19:18 | #34 |
Join Date: Nov 2006
Posts: 4,608
Location: Calgary
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Maybe. But you must admit that knifing is more of a compromise between what you're suggesting and the current system, which some people (SoF for instance) prefer.
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2007-02-13, 19:34 | #35 | |
Join Date: Feb 2007
Posts: 153
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2007-02-13, 19:54 | #36 |
Join Date: Nov 2006
Posts: 4,608
Location: Calgary
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Yes, but the idea is that insurgents should use a different playing style from USMC.
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2007-02-13, 20:44 | #37 | |
Join Date: Feb 2007
Posts: 153
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I just dont see why we couldnt see a squad of insurgents coming out the wood in the back of usmc, I mean were on their turf! | |
2007-02-14, 00:47 | #38 | |
Join Date: Feb 2007
Posts: 484
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otherwise you could destroy them from ages away, they're a bg target. | |
2007-02-14, 17:50 | #39 |
Join Date: Feb 2007
Posts: 239
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I think the rally points are fine as they are. Except, they shouldn't be able to go through walls and rocks. We have to remember that this is first and foremost a game. Fun comes first. If it's not fun, then nobody will want to play it. Let the rally points be near each other, if all the enemy troops are coming from the same place, it makes it easier to defend. And when you get down to the last point, the rally points are going to need to be somewhat close to each other. Also, killing it with explosives is fine the way it is. Since these are our only forward spawns, except for APCs, they shouldn't be destroyed with a burst of fire. Having them being killed by explosives gives a higher importance for the Spec-Ops class. Any serious squad would have at least 1 member from the important classes, that includes Spec-Ops to destroy things. So it promotes effective squad use. Or an AT guy can blow it away, but then he's useless when a tank comes rolling in.
My one issue with the rally points is on the spawn screen. People who don't know about how they work are always clicking on the wrong rally point. They see that they can click on it, so they think they can spawn there. Then they end up way back at the main base, or on some maps, 100ft above the carrier. Why not make it like the squad leader spawns, where you can only click on your own rally point, and you just see the other numbers of other rally points, but you can't click on them. This would help out a lot with the learning curve by allowing people to see only the points they can spawn at. We have to remember that the average intelligence of a public server player is equal to that of an igneous rock. |
2007-02-14, 18:35 | #40 | |
Join Date: Nov 2006
Posts: 4,608
Location: Calgary
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Tags |
points, rally |
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