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Showing results for tags 'deployable'.
Found 7 results
Hello, It just came to me. While there is nothing wrong about how current way of putting razorwire down works, and I would not change it, I would however expand on it and put more ways how to deploy it in the game. Why? If you, like us, like the idea of funeling the enemy into a certain kill zone with razor wire or blocking some avenues of aproach then you will understand. But to explain why to other people, is to be more conveniant and easier to use. The idea is to open the map as a squad leader and deploy ("put", or "paint") razor wire on the map. So, when you "paint it" on the map, its deployed in the world where your teammates can go and showel it. Also, these "painted" razorwires would be visible on the map for teammates so they know where to go to showel and build them up. Also, another veeeeery old thing is which STILL didn't change. Razorwires need to be razorwires and not paperwires. They need to hurt and they need proper equipment to get removed faster, like razor cutters. Regards, Rain
How about letting the rifleman build sandbags at least or any non ammo related items. So they would have a t key basic. This would be like an opening to what the SL does and a sneak peak at what they have to do. Still make iit in deployable areas.
To keep the game play fair, I request the following exploit to be fixed. When using the machine guns place by Squad leaders - players can reload the weapon by: 1) Press F to use the MG 2) Use gun until empty or just use the gun 3) Press R to begin reload animation 4) Press F to leave the MG 5) Press F to use the MG again 6) Pull trigger with full ammo Does not apply to vehicles or the SPG depoyable, or players' guns.
Right now, the only incentive to fully dig a deployable is so that it would take longer for the enemy to dig it up. However, really the only time the enemy digs up deployables is when they dig up razorwire/sandbags blocking the entrance to a cache/FOB building. Deployables have four stages, in order; when they haven't been built (0%), when they're partially built (~30%), when they're built to the point where they're usable or visually appear fully built (~60%), and when they're actually fully built and can't be shoveled any more (100%). The problem I see is that there's no real incentive to build deployables all the way to the fourth stage, and people often stop shoveling at the third stage. My suggestion is that the second stage should occur when the deployable is 50% built, the third stage gets ditched, and instead the second stage is followed by the fourth stage at 100%, meaning deployables must be fully dug to be usable.