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PostPosted: Sun Jul 09, 2006 4:41 pm 
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Well, you can remove recon, recon and sniper basically do the same thing. To survey enemy movement and give long range support with intel or sniping. Demolistions can be group with heavy weapons, both for explosive projectile and AR.

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PostPosted: Sun Jul 09, 2006 6:59 pm 
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Dragonathan wrote:
-Aequitas- wrote:
hmmm I tough recon specialists hardly had any weapons, there usually silent killers and armed with a knife and a silenced pistols for back up. Snipers are a totaly different category, they learn how to aim extremely well and they are always camping in the same place to back up the assault team from far away. And there’s one category that I didn’t see in TCE, demolitions. Demolitions are heavily armed with big weapons like shotguns or machineguns and they are experts with explosives( C4, door breach and other stuff like that).


hmm this is very intresting i hope the devs read this,

so what classes do you suggest to be added in the game?

DEMOLITION RECON SNIPER ASSAULT or what?


Yes there should be 4 categories. That means, assault, recon and sniper stay and just add demolitions.


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PostPosted: Sun Jul 09, 2006 8:11 pm 
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theres a small chance sniper might be romoved because the maps are far too small for them.

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PostPosted: Sun Jul 09, 2006 8:12 pm 
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They wouldn't take away sniping because there will most likely be bigger maps in the near future.

~Silentcrisis

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PostPosted: Sun Jul 09, 2006 8:13 pm 
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that was fast. Hopefully they dont otherwise I would end up with an m16 all the time.

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PostPosted: Sun Jul 09, 2006 8:14 pm 
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Silentcrisis wrote:
They wouldn't take away sniping because there will most likely be bigger maps in the near future.

~Silentcrisis


I hope they will be a litle bigger :roll:


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PostPosted: Sun Jul 09, 2006 8:19 pm 
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-Aequitas- wrote:
Silentcrisis wrote:
They wouldn't take away sniping because there will most likely be bigger maps in the near future.

~Silentcrisis


I hope they will be a litle bigger :roll:


That's what Dragon says about his...

Damn it, I can't say anything like that because I'm a moderator. :roll:

~Silentcrisis

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PostPosted: Sun Jul 09, 2006 8:26 pm 
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I dont want it a little bigger, I want it BIGGER! so big that they only appear as ticks on my scope. Well, i guess thats not really possible without ruining the visual appearance of the map. So QuakeWars here I come! They could however design a small map to have wide open areas like a courtyard or something to compensate for lack in map area. THe way the architechture is designed will chance the illusion from small and crowded to wide and open.

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PostPosted: Mon Jul 10, 2006 2:34 am 
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i actually like ereas that are crowded with buildings, extra rooms like a public toilet ect. ect.,
it makes the map feel very ritch,
and you also can be very stealthy on a map with crowded buildings and stuff,
but the spaces shouldnt be too narrow, thats not so cool either.
but it has to be a very huge crowded erea,

i personally dont like open wide ereas,
unless its a desert map with allot of rocks and canyons to hide in to

open wide ereas should also have some hiding places like bushes and tree's

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PostPosted: Mon Jul 10, 2006 6:36 am 
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Dragonathan wrote:
i actually like ereas that are crowded with buildings, extra rooms like a public toilet ect. ect.,
it makes the map feel very ritch,
and you also can be very stealthy on a map with crowded buildings and stuff,
but the spaces shouldnt be too narrow, thats not so cool either.
but it has to be a very huge crowded erea,

i personally dont like open wide ereas,
unless its a desert map with allot of rocks and canyons to hide in to

open wide ereas should also have some hiding places like bushes and tree's


YEAH ! ! ! Just like the maps in the old TC, Bahamut2, Cityheat Lite and other sweet one that i cant remember the name...


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PostPosted: Mon Jul 10, 2006 12:27 pm 
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of coruse they will otherwise I wont snipe at all, Ill jsut get the gun with the best ROF and run for it. But what I said was to make a small map that gives that illusion of a wide open space. It is all the the design of the architechture, it doesnt really have to be that wide and open.

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PostPosted: Wed Jul 12, 2006 8:44 am 
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Silentcrisis wrote:
Umm... aren't multiple spawn locations already available. If I'm wrong then I deem this thread Dragonathon

To back myself up if in some way he has brought something new to the table :roll:, multiple spawn locations would be iffy unless we got humungous maps or we'd spawn right at the enemies doorstep.

Sp4wn00bs would have life easy if this was added.

~Silentcrisis


Making there life easy, why not add a thing where the spawns are random, until the enmy gets into range of the spawn, once the enmy is close, cut that spawn off, that would cut the spawn killing problem, and to cut long range spawn killing, put the spawns in good locations, like in between buildings, and then a door but have areas cut off just right so spawn killing is impossible, plus multiple routes form the spawn to make sure it is possible to get out of the spawn area and flank. So the enemy still has freedom of movement, but they cannot spawn kill. :D

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PostPosted: Wed Jul 12, 2006 4:20 pm 
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then the simplest way to win is actually cut off all possible spawn points by simply spreading out and covering as much ground as possible.

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PostPosted: Thu Jul 13, 2006 11:58 am 
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Well Xeno, I don't mean make a ful cut off, but more of a primary/secondary thing, so like which ever has more enemies, is cut off, while the other is then the primary spawn, so even if enemies are on both, the game spawns the player at the spawn with the least enemies, if it's even, then switch it back to the primary spawn, as in the first spawn that the player came form, then the players will eventually be able to push the enemy back, if they can't, no reason in playing.

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PostPosted: Thu Jul 13, 2006 12:49 pm 
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maybe any enemy caught within the spawn room (enclosure) is killed off immediately at respawn.

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