[Deployable] Razor wire & Tank traps

Marmorkaka
Posts: 110
Joined: 2007-11-15 17:48

Re: [Deployable] Razor wire & Tank traps

Post by Marmorkaka »

Great!

But can 50 cal fire take it out?
hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: [Deployable] Razor wire & Tank traps

Post by hall0 »

Cool
ERASERLASER
Posts: 152
Joined: 2007-12-30 14:58

Re: [Deployable] Razor wire & Tank traps

Post by ERASERLASER »

Can engies have there C4 back now pweety pwease ;-)
evya
Posts: 207
Joined: 2008-08-17 11:21

Re: [Deployable] Razor wire & Tank traps

Post by evya »

ERASERLASER wrote:Can engies have there C4 back now pweety pwease ;-)
+1 :D
also looks really cool!
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: [Deployable] Razor wire & Tank traps

Post by HeXeY »

[R-DEV]CodeRedFox wrote:Sounds like a management problem :shock: Consult your local CO.
New deplyable: Jump to get out of too heavily fortified bunkers and firebases :p

Nice work anyway, really looking forward to the next release, as always :)
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Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Deployable] Razor wire & Tank traps

Post by Rangu »

Oooh, that's very cool!
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
LeChuckle
Posts: 664
Joined: 2007-02-09 13:53

Re: [Deployable] Razor wire & Tank traps

Post by LeChuckle »

Marc-5ive wrote:Wait,how do vehicles get out if they spawn at a firebase thats boxed in by these new barbed wire fences?
with a vodnik- theres always a way out
Smuke
Posts: 877
Joined: 2007-09-25 16:21

Re: [Deployable] Razor wire & Tank traps

Post by Smuke »

Looks Great!
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In-Game Name: SmukeUK
Wild_Bill: Smuke, you are a true ninja!.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Deployable] Razor wire & Tank traps

Post by J.F.Leusch69 »

[R-DEV]CodeRedFox wrote:Did you ever think its something wrong with YOUR account thing ;-) Seems like all R-COM are missing permissions. I'll see if we can have someone look into it.

yeah i always have the problem of "i cant see the pics" when coderedfox makes a post...

!get it fixed now :D !


...but i think looks great, even if i cant see anything ;)
HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: [Deployable] Razor wire & Tank traps

Post by HunterMed »

nice!
:shock:

although I would also want to keep the normal razor wire...
Dizakui
Posts: 195
Joined: 2008-12-23 17:55

Re: [Deployable] Razor wire & Tank traps

Post by Dizakui »

Looks like a great update can't wait to see it in action.
But on the last page I saw people mentioning Bangalores for engineers, woulden't it be smarter to use the APOBS(America) and RAMBSII(Britain) for clearing them, as they are the more modern tools replacing the Bangalores?
Water_Is_Poison18
Posts: 86
Joined: 2007-08-05 15:27

Re: [Deployable] Razor wire & Tank traps

Post by Water_Is_Poison18 »

Dizakui wrote:Looks like a great update can't wait to see it in action.
But on the last page I saw people mentioning Bangalores for engineers, woulden't it be smarter to use the APOBS(America) and RAMBSII(Britain) for clearing them, as they are the more modern tools replacing the Bangalores?
What about a MICLIC? That would be pretty badass.
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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: [Deployable] Razor wire & Tank traps

Post by agentscar »

Looks cool,good asset to gameplay.But it shall NOT STOP MY TANK SQUADS!!! NEVER!!!!! lol.
:)
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single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Deployable] Razor wire & Tank traps

Post by single.shot (nor) »

why cant u separate vehicle and player obstacles? i think itll look better too
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: [Deployable] Razor wire & Tank traps

Post by PlaynCool »

single.shot (nor) wrote:why cant u separate vehicle and player obstacles? i think itll look better too
+1 and also give th c4 back to the engineer !
Rezza
Posts: 2309
Joined: 2008-04-06 20:53

Re: [Deployable] Razor wire & Tank traps

Post by Rezza »

Nice one
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Robbi
Posts: 3564
Joined: 2008-07-05 14:53

Re: [Deployable] Razor wire & Tank traps

Post by Robbi »

so a space will always have to be left for exit, also meaning entrance? As a vehicle that is either friend or foe wont have access?
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Deployable] Razor wire & Tank traps

Post by CodeRedFox »

The idea that you can drive a car through an object, especially rolls of barb wire is silly. The biggest issue with the other ware was it was missing a correct collision object. No longer will putting up barb wire mean nothing to vehicles.

Maybe in the future we will have more deployables but for now this solves a major gameplay flaw.
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"apcs, like dogs can't look up" - Dr2B Rudd
TJ-XRL
Posts: 110
Joined: 2008-08-16 23:39

Re: [Deployable] Razor wire & Tank traps

Post by TJ-XRL »

[R-DEV]CodeRedFox;877112 wrote:[Deployable] Razor wire & Tank traps

the current razor wire. Same size, but will need to be built.

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don't need to be the one that says this but wont the tanks be able to destroy it if it needs to be built :D :D :D :D :D :D
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Deployable] Razor wire & Tank traps

Post by Outlawz7 »

I can't see the pictures again.
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