[Deployable Asset] Foxhole updates

MR.Jv
Posts: 21
Joined: 2009-07-31 17:38

Re: Deployable Foxhole updates

Post by MR.Jv »

It looks nice.
Who creeps can not stumble
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Deployable Foxhole updates

Post by CodeRedFox »

Funny I never had anyone get close enough to throw a nad in :-P
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"apcs, like dogs can't look up" - Dr2B Rudd
EasyField
Posts: 22
Joined: 2009-03-07 02:46

Re: [Deployable Asset] Foxhole updates

Post by EasyField »

good job man.
[ELITE]General-Sb
Posts: 11
Joined: 2009-09-05 14:22

Re: [Deployable Asset] Foxhole updates

Post by [ELITE]General-Sb »

It looks amazing keep it up!

Bob the builder fans will be happy :D
.blend
Posts: 212
Joined: 2008-01-28 22:54

Re: [Deployable Asset] Foxhole updates

Post by .blend »

really great update.
One quick question though: Will you be tweaking the buildtime aswell? Because if you wanna take advantage of all the nice deployable assets you get per fb, digging/building them is just not fun anymore. What im saying is that it takes forever.
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: [Deployable Asset] Foxhole updates

Post by Mad-Mike »

digging is great lol and to dig it is realistic :D
bullet112
Posts: 23
Joined: 2009-01-08 16:48

Re: [Deployable Asset] Foxhole updates

Post by bullet112 »

PR = best shovel simulator in existance.

Seriously though, they look great, can't wait to have them in game and have my squadies build them.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: [Deployable Asset] Foxhole updates

Post by Expendable Grunt »

HAWT.

M.
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Former [DM] captain.

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TGT
Posts: 44
Joined: 2009-05-18 18:45

Re: [Deployable Asset] Foxhole updates

Post by TGT »

It would be lot more usefull, if a Foxhole would be bould IN the ground... but it looks nice!
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Nobody can win a war in his own, that's why we stand together!

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medicxx2
Posts: 3
Joined: 2009-06-19 14:52

Re: [Deployable Asset] Foxhole updates

Post by medicxx2 »

Very nice
THE.FIST
Posts: 2036
Joined: 2007-07-11 23:00

Re: [Deployable Asset] Foxhole updates

Post by THE.FIST »

it's more fox hill then fox hole :)
Gjessing
Posts: 2
Joined: 2009-09-16 09:36

Re: [Deployable Asset] Foxhole updates

Post by Gjessing »

sweet update to the foxholes, always thougt it was hard to get out of them :mrgreen:
A_Grounded_Pilot
Posts: 271
Joined: 2007-12-15 21:24

Re: Deployable Foxhole updates

Post by A_Grounded_Pilot »

[R-DEV]CodeRedFox wrote:Funny I never had anyone get close enough to throw a nad in :-P
I wouldn't want anyone throwing their nads at my foxhole no matter how close they are...
major sharpe
Posts: 45
Joined: 2007-08-07 17:04

Re: [Deployable Asset] Foxhole updates

Post by major sharpe »

looking realy nice, any chance thats some one may look in to insergents getting assets like this, like some tin roofing or barrels or somthing . would be awesome
One shot, One kill, SH*t !! Tank
Demonic
Posts: 307
Joined: 2009-04-26 01:52

Re: [Deployable Asset] Foxhole updates

Post by Demonic »

I like, appears to offer a lot more protection than the current ones. The current ones practicly aren't even worth getting in unless you are desperate for cover.

Also looks like a nice one to add a motor version. A flat wooden surface with high walls and good spacing. Perfect to add a motor addition to the game ;) . Just wishful thinking though.
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: [Deployable Asset] Foxhole updates

Post by Bazul14 »

I think we should have something like a MG port that has not a weapon by itself, but can be only used by an AR.
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