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Thread: Tiberium FPS
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03-17-08, 05:04 PM #11
Re: Tiberium FPS
But then, where's the need for a squad? If everyone can do anything easily, why do you need a squad at all?
And the fact of the matter is, vehicles that are completely immune to small arms fire (APCs, tanks, walkers) in 2142 are at a premium (except for Highway Tampa, but we'll leave that horrid excuse for a map out of it). So it's not like you have 100 tanks running around. Tanks and walkers are supposed to be more powerful than infantry, because they're VEHICLES. But at the same time, a tank can be killed with one shot of the pilum with the right class.
Make it so anyone can kill vehicles fairly easily, and vehicles become death traps. Why make yourself a bigger target without much increased survivability?
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03-17-08, 06:28 PM #12Re: Tiberium FPS
Originally Posted by Glock
A good squad, sneaking to a point or not, will have at least 1 of all kits, given a few situation where a certain kit might not be logical such as maps with little to no vehicles.
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03-17-08, 07:18 PM #13
Re: Tiberium FPS
I haven't played a single map where Engineers were not useful, if not required. You need at least a couple Engineers laying mines at Toll Station to prevent FAVs from zooming past, and to discourage walker rampages. Likewise, mines and anti-vehicle weapons discourage walker rampages on Cerbere Landing.
The same is not necessarily true for Assault on maps like Verdun and Highway Tampa. You can find uses for them, but more often than not, it'd be better to have a Support for EMP grenades and resupplies or Recon for RDX.
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03-18-08, 01:27 AM #14
Re: Tiberium FPS
Originally Posted by Glock
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03-14-11, 10:40 PM #16
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