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No Class Is Under/Over Powered in the Hands of Skilled Individuals
that and I'd like to see semi-realistic vehicles as well, one having strengths the other doesnt have ect. better speed, better manuvering, better armor, better gun/weapons, all gets countered in a give and take form of motion that keeps things interesting
You know what I want in the game is a "Beat Box" that I can carry on my back and stream music. I remember when I used to play console games like Halo 2 Id play music through my headset... I rememebr we played that one sound om bop or whatever to get people to leave the area of a flag... and try to find me hah wish I could do that hear... Music is a deadly weapon... I dont see why we cant use it in the game.
Oh and I love to listen to "The Trashmen" or whatever when driving in convoys... or a chopper *dreams*
I'll have to disagree with you for 2 reasons. Engineers get only 5 mines which are more likely to kill friendlies than enemys and supports main weapon does not do it's job. (lay down suppressing fire and keep enemy heads down) There are other much smaller issues but I think those 2 classes are usually at teh bottom of the score list at the end of the match. But if you don't measure how well a class does by score then I suppose everything is balanced.
I'm support class, my friend usually is engineer...and we are usually near the top of the score list (Without tank/chopper whoring)
And you said the mines are "More likely to kill friendlies than enemies". I thought mines blow up no matter who touches it? Once again, you prove that it's the PERSON not the class that needs the fixing.
Very true... for the first week or two I could barely pull off 2 kills in a round. Hehe I let my friend play, he doesn't use the sights to aim, ah yes... learning curve.
I play support most of the time and I can assure the PKM is not underpowered. I will agree that the USMC and Chinese support weapons are lackluster, but the RPK and PKM are the best, especially on urban maps.
To answer the realism heli question. You have to be a 2LT to fly any aircraft in the Marines, Navy, and Air Force, not sure about Army or Coast Guard.
I'll have to disagree with you for 2 reasons. Engineers get only 5 mines which are more likely to kill friendlies than enemys and supports main weapon does not do it's job. (lay down suppressing fire and keep enemy heads down) There are other much smaller issues but I think those 2 classes are usually at teh bottom of the score list at the end of the match. But if you don't measure how well a class does by score then I suppose everything is balanced.
Support at the bottom of the score? Hahahha. That's a good joke buddy right there. If you've seen me in action you would change your mind. I get in first so many times by playing Support or Engineer, without the tank whoring or nothing like that, just plain running on foot and shooting.
I agree the RPK-74 seems more... accurate than the others? Is it really coded to be more accurate or is it just placebo effect?
RE: the post above mine - it depends on which map ... on Strike at Karkand (or other infantry based maps), the support class can just spam out ammo packs and get the vast majority of points from just that ... on larger maps, however, it's a tad bit harder to gain teamwork points that way. Personally, I'd rather just switch to my G36 on larger maps and C4 some sh*t than deal with the "cone of fire" on the light MGs... just my opinion.
Well im better at close quater combat, i suck trying to shoot someone in the distance, i played SWAT 3 for the longest so i got usto of close range combat, but then again i can sure blow em up with my anti-tank, that came from my experiance with OFP, and tanking from Armored Fist , i can hit while passing or circle a tank, like a drive-by
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