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deadstalker

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About deadstalker

  • Rank
    Fireteam Leader

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  • Gender
    Male
  • Location
    Belgium

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  1. Climb the radio towers

    I can't wait to see all the marksmen of 1 team on the same tower 1km away from the objective.
  2. My ideas where to give one of the INS FOB's a steady supply of build and ammo (from the locals) (only one FOB's to stop people from spaming them on every point and come back with a fully supplied FOB when needed). Giving the Scout an SVD as an option since it is basically a marksman with mines at the moment. There should still be more SKS's then SVD's for the scout this can give the dev's the option to reduce the Marsmans to 1 or 2 per team. The specialist squad does all the non front line work while the others defend or attack so they don't need a marksman in the middle of nowhere.
  3. Deployable mine fields?

    You only need 1 mine in the middle of the road to be effective. If you place them all in one spot they will a get spotted or you get a kill and the other mines stay in place en everyone is going around the destroyed vehicle so nobody get killed by the other mines.
  4. [WIP] BMPT "Terminator-2" Tank Support Vehicle Mod

    Totally not OP "Anthem of the Soviet union playing in the back ground".
  5. Fuel, Food & Water

    you do not need food water or fuel every 30 min so this sounds very unneeded.
  6. The random vehicle names in game

    BTR when it has more then 4 weals Tank when it has tracks HUMMV when it has 4 weals.
  7. V12 Feedback

    I think the ability for everyone to revive is a great as I find myself being to only one in the squad that picked medic. if this happens I just stop reviving if it isn't vital for or squads survival until we get a second medic. I am sick with people that rather play ****ing scope less rifleman that are just medics that can't heal instead of actually playing a medic if you don't reviving a player after bandaging him there is just no point in doing so because players will just give up after some time has passed. I you get revived without getting healed you are useless until you find a medic to heal you in critical situations normal classes should revive and the medic needs to heal everyone that got revived it takes to long in some situations for a medic to heal everyone after a revive.
  8. I already made this post on Reddit but I will make a more complete version. I lately realized how powerful unopposed tanks can be and how important the first tank battle can be for the next 30min of the game. the only good counter against a tank is an other tanks.infantry hold anti-tank weapons don't deal a lot of enough damage to kill a tank they they can only be used to make them less effective by taking out components this gives tankers the ability to get very close with the enemy infantry. This allows them to take down FOB's this makes attacking very difficult if your team has the armor disadvantage. defence will also become a problem if the tanks get the possibility to clear out the objective if you build a good FOB this should not be a problem. ATGM's are the most effective at long ranges and but aren't really useful as a defensive tool since you need more than 1 shot to kill a tank you will probably get killed while reloading at close range. my main problem with this is that 3 people have a very big impact if the fun of the 40 other people on the enemy team. possible solutions are: ATGM vehicles: A lot of vehicles currently in game have variants that can carry ATGM's these vehicles would work like a mobile ATGM FOB and can be used by the tank squad. the Bradly can sort of do the job but at the same time it needs to transport and support infantry and it only has 2 missiles what is very limited. Buffing LAT and HAT: Make portable AT weapons more deadly at the side and rear of a tank they should not do a lot against the front. this will discourage tankers from getting to close to a FOB. make it easier to damage components and add more of them like tracks this will completely immobile the tank so if they get stuck inside the enemy FOB good luck repairing. Attack helicopters: I heard people saying that attack helicopters should fill this role but I think they may be to powerful they can be countered by AA but what is going to stop them from sniping from 3KM away with ATGM's at the same time they will have very good anti infantry capabilities. Lower tank respawn timer: not all the nerfs need to be against tanks, tanks counter tanks so if you can get the counter out quicker the enemy has less time to use its tank against infantry witch is my main problem with tanks at the moment they get used as anti-infantry when they have no vehicles to shoot at. buffing ATGM's: lowering the ammo cost for firing one but still not keep it high enough so it doesn't become a sniper rifle giving bigger FOB's a second TOW can be an option but only after it has spent an X amount of building points so it won't be an option to put to ATGM's on some mountain. I want to see tanks as an tool to kill other vehicles at short to medium ranges not to do WW1 like unsupported tank charges to disable enemy defenses so the cavalry can save the day. There biggest counters will be long range ATGM's and infantry hold AT weapons at close range and urban environments.
  9. Does the in-game benchmark work?

    The first thig on the list gets maxt out the rest will be set on low for me.
  10. FREE WEEKEND´s are out of control

    the last game I played yesterday: join a squad SL spawns in gets in the 30 mill he sees he can't drive or use the gun so he runs to the logi every one gets in we go to back cap the first cap an other squad follows for some reason SL has sad nothing for the hole game for some reason he is placing a radio on every cap. on the second cap we almost left one of the trucks behind so I drive away so the idiots running to my truck need to take the second one we cap the next point for some reason the second truck only arrives when we got the cap my squad starts realizing that or SL has no mic we run into the enemy half the squad tries to **** off I die I leave the game... simple solution: when you open the game for the first time you need to watch a video with some simple tips and tricks, what to do and what not to do. tel them how to spawn in and the UI how all the classes work and what there jobs are how logi's work the types of vic's the ticket system and tell them to keep it with rifleman for the beginning and stay away from SL.
  11. Change the menu music to old rock.

    let's just play fortunate son and a helicopter flying around.
  12. Piracy gamemode

    This is just a concept for a new game
  13. it would not be fun if everyone in your team can fullauto you at 500m or dump nades in your face or can blow up vehicles.
  14. Is there a way to make the map physically smaller?

    if we had a small map it would just turn into BF. when your playing the mini map. looking at the map to see where you are going to instead of looking at the game.
  15. Kohat Invasion layers

    The old layer was not perfect but a lot beter the US did only get normal MRAPS and trucks. INS could supper FOB radio tower and control the hill untill the game was over. with the new layers all the objectives are in valleys. and the US just needs to take the hills and the INS is lockt inside the buildings. this is for all the objectives exept for the first 2. the first objective is a town and would be easy to defend if INS got more time to set up the second is easy to supper fob but its just to early in the game to do somting. with objectives on hill tops INS would have an easier time but I think the best thing would be to let RU defend or let MIL atack we have like 1 MIL vs INS layer. P.S. Kohat is one of my favorite maps and INV my favorite game mode I hope we can get it fixed.
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