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EsJonne

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About EsJonne

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    Fireteam Leader

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  1. Community Clan Fight Night

    FSQ in OP First Light AAS v1
  2. Community Clan Fight Night

    FSQ in OP First Light AAS v1
  3. Community Clan Fight Night

    fsq in, yeho
  4. Drove twice with a BTR past this point and the vehicle flipped over suddenly. Just driving past the trees has the effect. http://oi64.tinypic.com/zlxkio.jpg
  5. Community Clan Fight Night

    FSQ in, fools road
  6. Community Clan Fight Night

    FSQ in, Yehorivka AAS
  7. Community Clan Fight Night

    FSQ in Yehorivka AAS
  8. Please be patient

    This might be the oddest thread conversation that I have ever read :) Just had to post this... Expelled from KFC for breastfeeding her 42-year-old son
  9. I have the same problem that is shown on the first post. MojoDog: I have pretty much the same rig as you, did you delete the .ini file to fix the issue or did you make some changes to the Nvidia settings?
  10. Yes i know, that you can defeat it but I personally find it a bit unbalanced to attack. :) If you try to run in a position where you can toss a grenade in, you will get shot. If you smoke the entrance so that they can't see you, they will constantly drop grenades over. I have struggled there a few times.. Lets say that you have 4 full squads on both sides. Russians and Militia cap their both two objectives/flags. Next up is to attach Fortress/Train depending of your side. If Russia bunkers down the station with a fob, one squad can easily defend the cap at the train station against one Militia squad. So Militia needs to invest more people to capture the point to even start the cap. Meanwhile Russia can invest 3 squads to attack the fortress. This is just something that I have encountered a few times and feel that it is not in balance. This could be easily solved (my opinion) by adding some widows to the building so that it would not have two bottleneck entrances.
  11. This is more of an opinion, so I did not post it on the feedback. I posted the same thing on a different thread but I think this should have a own thread. In Fool's Road I think there is a small balance issue at the moment. If the Russians rush to the train station and build a FOB in the "main" storage building and bunker it up, It is nearly impossible to penetrate the defense. If you try to go and shovel the walls built in front of the doors, you will get grenade'd with unlimited re-supply from a ammo case. In this case a full squad can defend the flag easily even against two attacking squads.The two squads attacking the flag can stay in the edges of the cap range and cap the point but it still does not remove the problem imo.Even when the vehicles arrive with the supplies, this is a valid tactic due to it's effectiveness. My opinion/solution how to balance this/these kind of situations, is to place some big/tall windows on the sides of the building. For example how the eastern side of the storage site is built in OP First Light. This enables grenade throws inside etc.
  12. Defense issue

    I agree that generally building a FOB on an objective is a bad idea. In Fool's Road I think there is a small balance issue at the moment. If the Russians rush to the train station and build a FOB in the "main" storage building and bunker it up, It is nearly impossible to penetrate the defense. If you try to go and shovel the walls, you will get grenade'd with unlimited re-supply. In this case a full squad can defend the flag easily even against two attacking squads. The two squads attacking the flag can stay in the edges of the cap range and cap the point but it still does not remove the problem imo. Even when the vehicles arrive with the supplies, this is a valid tactic due to it's effectiveness. My opinion/solution how to balance these kind of situations is to place some big/tall windows on the sides of the building. For example how the eastern side of the storage site is built in OP First Light. This enables grenade throws inside etc.
  13. How comfortable are you?

    I agree with GonzoPR, I think money spent on this game has already payed off. Only thing that I'm uncomfortable with is the amount of maps. After hundred hours of gameplay, some variation would be nice :)
  14. Agreed that this would be nice implementation! Loved the A2 mod ACRE, where you could take out your other earphone that would reduce the volume 60% from the channel it was attached to.
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