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	<title type="html"><![CDATA[First Strike Forums — My Two Credits]]></title>
	<link rel="self" href="https://forums.fsmod.com/extern.php?action=feed&amp;tid=6108&amp;type=atom" />
	<updated>2008-04-25T13:57:00Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=6108</id>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103368#p103368" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>I&#039;d also love for control points require a presence of more than one soldier for the CP to be captured, but as far as I know, this is not possible with the BF2142 engine.</p></blockquote></div><p>Hm, i play actually a BF2 campaing, and we are using the 21CW Mod.<br />In this mod you need 2 soldiers to capture a flag. <br />AFAIK it&#039;s a map setting, because on some maps you can take the CPs with only one soldier.</p><p>( We call this maps &quot;Maps for heros&quot;, because most flags are very good defended in a campaing style of BF2 Battles, so only a real hero like Chuck Norris will be able to capture the flag alone <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> )</p>]]></content>
			<author>
				<name><![CDATA[Alreech]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1975</uri>
			</author>
			<updated>2008-04-25T13:57:00Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103368#p103368</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103330#p103330" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>A &quot;real&quot; flag by flag mode should it make impossible to enter a non capable base for the enemy (killzone) or to spawn for the defenders (no spawnpoints).</p></blockquote></div><p>I do so agree. Uncappable zones should have an Anti-Base Camping (ABC) system in place that killed intruders. I&#039;d also love for control points require a presence of more than one soldier for the CP to be captured, but as far as I know, this is not possible with the BF2142 engine.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-04-24T22:57:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103330#p103330</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103327#p103327" />
			<content type="html"><![CDATA[<p>I like the mod.<br />I like the sonic and bio granades - they are great tools to force the enemy out of a entrenched position.<br />Rocketlauchners... somtimes is it hard to aim a gray Walker with it, because the crosshair is also gray <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>Personally i have the feeling that the Troopers Standard Gun is to weak.<br />If i meet during moving a moving Guy with a heavy Blaster i&#039;m death.<br />IMHO in Standard BF 2142 the balancing between Assault and Support is better.<br />Moving Assault meets moving Support in BF 2142 -&gt; Support dies<br />Moving Assault meets prone Support -&gt; Assault dies</p><p>Prone Spamming should be no problem, because the penal-delay in accuracy you have for a couple of seconds after going prone. </p><p>Talking about Flag by Flag Conquest...<br />On Endor is no flag by flag.<br />The imps don&#039;t defend the first flag, they head to the Ewoks Village ( killing all Ewoks <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> ) an dig in.<br />On Mos Espa one flag is mostly undefended.<br />A &quot;real&quot; flag by flag mode should it make impossible to enter a non capable base for the enemy (killzone) or to spawn for the defenders (no spawnpoints).</p>]]></content>
			<author>
				<name><![CDATA[Alreech]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1975</uri>
			</author>
			<updated>2008-04-24T22:16:02Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103327#p103327</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103312#p103312" />
			<content type="html"><![CDATA[<p>Some good posts here all with valid points. All I would say is its been a very long time since i&#039;ve enjoyed a game so much, the fact that the game is a mod and not a full price game&nbsp; only makes it even more unbelieveable. I&nbsp; think you have to forgive its short comings because at the end of the day its incredible FUN to play and to me thats more important than any issue raised here</p>]]></content>
			<author>
				<name><![CDATA[Athlon]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2050</uri>
			</author>
			<updated>2008-04-24T19:13:39Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103312#p103312</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103277#p103277" />
			<content type="html"><![CDATA[<p>It&#039;s hard to get any game 100% right to meet everyone&#039;s particular gripes and complaints. If they get made to accurate, then they won&#039;t be star warsy enough, or the vehicles will be too easy to kill. If you don&#039;t like the rockets then try packing yourself a trip wire, some ewoks and a couple of logs <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>In the right hands with a good team the weapons do their job well. </p><p>I do get peeved with some of the randomness on SOME weapons. More when in the kneeling or prone position and it makes no differance to accuracy. Sure, if you fire repeatedly on auto they should be going wide, but when prone and making single shots or short bursts the rounds should be going where you have the sights. </p><p>Unless of course the troops just picked up a weapon and didnt zero it before going into battle <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2008-04-24T07:15:46Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103277#p103277</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103245#p103245" />
			<content type="html"><![CDATA[<p>Yeah, I agree on damage. Soldiers could use a reduction of hit points, and perhaps a bit of reducing of jumping skills and maybe even speed, too. Would reduce strafing and bunny-hopping, if nothing else.</p><p>As for the light Repeating Blasters, they need to be reduced in effectiveness at close range. You can run-and-gun with them easily against foes only a few meters away from you, which is very unrealistic with weapons that are basically machine guns and should as such be support weapons more than assault weapons.</p><p>But as was said, weapon tweaking won&#039;t happen anytime soon as it is a very delicate balancing act and even the least change takes a whole lot of testing.</p><div class="quotebox"><blockquote><p>My pet peeve is with rocket launchers and their lack of damage. Makes walkers a mite too tough- takes about 5 rockets to the face to blow one up. This leads to amusing situations where the walker is trying to step on the heavy weapons guy who is dancing around his feet.</p></blockquote></div><p>Well, we testers are having lots of scraps with them as we&#039;re making combined arms maps, and with antitank mines and shields, they&#039;re plenty powerful as they are.</p><p>Also, FS is an arcade mod, which is part of the reason, I guess, why you have many weak rockets instead of a few powerful ones (PR style). And AT-STs are <strong>supposed to</strong> be powerful against infantry <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> .</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-04-24T00:08:40Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103245#p103245</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103238#p103238" />
			<content type="html"><![CDATA[<p>I&#039;m going to agree that pretty much all the weapons could use a boost.<br />That said, i think the trooper E11 and rebel A-whatever out performing the others isn&#039;t such a bad idea. They are such general purpose weapons, theres a reason that they are standard issue. The other weapons i see as more specialised- carbines are good for short range , repeating blasters for laying down a ton of firepower.</p><p>My pet peeve is with rocket launchers and their lack of damage. Makes walkers a mite too tough- takes about 5 rockets to the face to blow one up. This leads to amusing situations where the walker is trying to step on the heavy weapons guy who is dancing around his feet.</p>]]></content>
			<author>
				<name><![CDATA[RSF Angel]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1548</uri>
			</author>
			<updated>2008-04-23T23:49:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103238#p103238</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103231#p103231" />
			<content type="html"><![CDATA[<p>The only thing that I seriously agree with here are the points you made regarding the need for greater weapons accuracy on some of our blasters, as I feel there is a little too much randomness in there and it can get annoying when you&#039;re prone or crouching and your shots are still flying wide of the mark. I have to say regarding all your other points that I strongly disagree with most of them. Space is fantastic and getting better all the time. You will find the depth of the space map gameplay greatly improved with the release of <strong>1.2</strong>. Also as <strong>Safe</strong> has just said, the push map style of gameplay on maps such as <strong>Mos Espa</strong> and<strong> Endor </strong>concentrates the battle more and gives you more actual combat time and less running around.</p><p>Unfortunately we are not going to address weapons accuracy with this next release, but it may be something we&#039;ll look at in a future release.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-04-23T23:22:21Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103231#p103231</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103228#p103228" />
			<content type="html"><![CDATA[<p>Hmm... since this is basically a reviving of a dead thread, and that your points have been answered, I don&#039;t know if I should really reply, but I want to address a few of your points.</p><div class="quotebox"><blockquote><p>All anti-armor launcher variants lack significant punch...</p></blockquote></div><p>All? Do you mean both? Only the HWS rocket launchers are antitank weapons. And the DEMP, of course. Addressing this one as many don&#039;t seem to realize that the Packered Mortar Gun is not an antitank weapon.</p><div class="quotebox"><blockquote><p>Linear nature of warfare</p></blockquote></div><p>This is the part of your post I disagree with the most. The Push mode is a godsend for the mod. Compare Endor Strike Team and Mos Espa to Mos Entha. On Mos Espa and Endor, 90% of the time is spent in firefights as you have only two to four (five at most?) Control Points to fight over, and most of the time only two of them are actually contested. Sure, you have the random lone wolf sneaking about back-capping flags, but most of the control points are taken by driving back the combined might of the enemy army.</p><p>On Mos Entha, you have random bands of soldiers running to and from flags, taking new control points only to realize they have to go back to the old one because someone capped it. You have lone wolf tactics where lone soldiers are encouraged to sneaks over to abandoned control points and captures them, for then to move on. There is no control point defense unless you get pinned down, or are forced to defend due to the maps being series of choke points. It feels as if 80% of my time on Mos Entha is spent running about. In short, gameplay deteriorates <strong>very</strong> quickly, which is one of the main reasons I never really developed much of a liking for that map.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-04-23T22:44:56Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103228#p103228</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=103223#p103223" />
			<content type="html"><![CDATA[<p>I&#039;m hoping that after several months my observations haven&#039;t been forgotten, but given the unlikeliness of that notion, I&#039;m bumping my thread and encouraging anyone and everyone to re-read the initial post.</p><p>That is all.</p>]]></content>
			<author>
				<name><![CDATA[Stevanyss]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=713</uri>
			</author>
			<updated>2008-04-23T22:01:32Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=103223#p103223</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=83185#p83185" />
			<content type="html"><![CDATA[<p>You can crouch or go prone or jump, I will still hunt you down and kill you!! <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> love you all!</p>]]></content>
			<author>
				<name><![CDATA[FSDev| BLITZ]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=65</uri>
			</author>
			<updated>2007-10-08T15:01:34Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=83185#p83185</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=83180#p83180" />
			<content type="html"><![CDATA[<p>What I hated most in BF2 was dolphin-diving. Jump and prone mid-air and that repeatedly.<br />Insta prone is also stupid. If you haven&#039;t served in the army yet, you will soon experience the weight of weapons and gear. Hitting the dirt after a full sprint and picking a target with your heart beating like a drum is very difficult. Insta kneel is a common SWAT technique and thats what i prefer. You always want to be a target a small as possible but you are exposing your head to lower height that&#039;s the negative point on that.</p>]]></content>
			<author>
				<name><![CDATA[ICANDO]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=801</uri>
			</author>
			<updated>2007-10-08T14:53:18Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=83180#p83180</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=83164#p83164" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>=TB2142= sol1d sn@ke wrote:</cite><blockquote><div class="quotebox"><cite>FSDev| Bandu wrote:</cite><blockquote><p>I dont think that there is that much wrong with the settling rate.&nbsp; </p><p>You&#039;ll notice that the more harsh setting rates are only when you jump or insta prone. This is to try and limit the usefulness of bunny hopping and insta-proning/dolphin diving , which plagues the BF series.</p></blockquote></div><p>I have no problem with the prone settling, I too dislike insta-proners.</p><p>I should have specified that I meant running-to-crouch settling.</p><br /><p>Edit: The pistols are fine, in 2142, they&#039;re a short-range spam weapon, here, they are slower-but-more-accurate.</p></blockquote></div><p>Whats wrong with the settling rate from running to crouching?</p><p>It settles fast enough imo.</p>]]></content>
			<author>
				<name><![CDATA[TY2D2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=388</uri>
			</author>
			<updated>2007-10-08T14:27:42Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=83164#p83164</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=83120#p83120" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>FSDev| Bandu wrote:</cite><blockquote><p>I dont think that there is that much wrong with the settling rate.&nbsp; </p><p>You&#039;ll notice that the more harsh setting rates are only when you jump or insta prone. This is to try and limit the usefulness of bunny hopping and insta-proning/dolphin diving , which plagues the BF series.</p></blockquote></div><p>I have no problem with the prone settling, I too dislike insta-proners.</p><p>I should have specified that I meant running-to-crouch settling.</p><br /><p>Edit: The pistols are fine, in 2142, they&#039;re a short-range spam weapon, here, they are slower-but-more-accurate.</p>]]></content>
			<author>
				<name><![CDATA[=TB2142= sol1d sn@ke]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1480</uri>
			</author>
			<updated>2007-10-08T10:17:47Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=83120#p83120</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: My Two Credits]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=82928#p82928" />
			<content type="html"><![CDATA[<p>I think the pistols and rifle accuracy are fine, and well balanced.&nbsp; The whole point is that if you use the sights, or shoot from a stationary or prone position, you&#039;re more accurate than when you&#039;re running (or bunnyhopping!), and both weapons are good for that. You just need to get used to them.</p><p>I&#039;ve been getting the hang of the officer&#039;s DL-44, and I&#039;m discovering it&#039;s a damn good weapon.&nbsp; I was playing Endor last night and took down 4 rebels in a row from a moderate distance, whilst they blasted away at me with their big clumsy rifles. :-)</p>]]></content>
			<author>
				<name><![CDATA[cunningmunki]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1478</uri>
			</author>
			<updated>2007-10-07T20:43:51Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=82928#p82928</id>
		</entry>
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