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[fP]Forum :: View topic - Rules - Demolition_Centre_Too (DC2)- Effective August 2008
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Rules - Demolition_Centre_Too (DC2)- Effective August 2008
http://fatalpunishers.com/fpclan/forums/viewtopic.php?f=102&t=6954
Page 3 of 3

Author:  [fP]nitewolf [ Sat Dec 12, 2009 7:23 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

PLS correct me if i am way off but the Ice river spawn for allies on 1st part of map is not classed as spawn killing cause it is a second choosen spawn just like the cp is,

if peeps chose to spawn there its up to them they can always go back to hut spawn.

there for it is not spawn killing by axis on that ice river spawn. allies have the choice not too spawn there same as they have the choice to spawn at cp or not.

Author:  [fP]nitewolf [ Sat Dec 12, 2009 7:26 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

you cant inforce that rule tbh cause its too hard.

people have the choice to spawn there or not, most dont have a problem with it cause they have invincability to start off with.

Author:  Ewan [ Sun Dec 13, 2009 4:08 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

Just to add my tuppence hapenny...

Ok, I get the point about selectable spawn and that there's still the hut spawn, BUT as has happened many a time, repeated FFE's on the main tank track and mortar on the footbridge path and you're stuck for half an hour. Roll on next map!

While I accept the odd stray shots are tolerable, what I found really annoying was a panzer sitting above spawn constantly hitting us. That was pretty lame tbh.

The whole point about that spawn (or so I thought) was that allies weren't pinned down and could try to progress the map against an axis team with strong f/ops and heavy weaps or med wolf-packs (or gazillions of snipers or... or... ad infinitum). There needs to be some form of protection albeit limited and not absolute - no heavy weaps/nades behind the fallen tree seems reasonable tbh. You still have to go past that tree to get anywhere and are still completely exposed but as with all spawns, the staggered departures by team mates means that the spawn isn't rendered completely pointless. Likewise you can still fire your SMG back as axis in case you're caught out when trying to cross the footbridge.

Author:  [fP]-razzle-** [ Sun Dec 13, 2009 5:20 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

imo if its a spawn (second or not) its spawn kill, i tell people on ice not to shoot past fallen tree unless fired upon.

Lets face it its an axis biased map :)

Author:  Ewan [ Sun Dec 13, 2009 5:21 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

Yep, until the final hurdle - judging from by the howls crying out for the second depot spawn for axis.

Author:  [fP]-razzle-** [ Sun Dec 13, 2009 5:23 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

die in silence like i do :P

Author:  [fP]-razzle-** [ Sun Dec 13, 2009 5:23 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

leaving a credit card number might help you :P

Author:  Ewan [ Sun Dec 13, 2009 5:25 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

Lol, you'll just fleece the wallet from my pockets before I've even gone cold... :P

Author:  [fP]-razzle-** [ Sun Dec 13, 2009 5:27 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

you know me to well :D

Author:  DAS BOOT [ Sun Dec 13, 2009 8:08 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

I think it is very easy :+

Remove feuldump v55 put in Transmitter 8(7 8(7


Greetz DasBooT 8)

Author:  [fP]nitewolf [ Sun Dec 13, 2009 9:11 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

rofl transmitter blows lol remove fuel dump and put in warbell ^^

i see where your coming from razz but u would be moaning at peeps for
ages to move them and stop them from shooting down that way

and yesterday i did see first hand the panza sat over the corner wait fr spawners
and yes it was annoying.

but i just changed spawns

but does get a lil annoy after a while wen u get camped in with no way out :(

Author:  DAS BOOT [ Sun Dec 13, 2009 10:59 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

Fueldump (N) (N) (N) (N)

Transmitter (Y) (Y) (Y) (Y) (Y)

Market Garden (Y) (Y) (Y) (Y)

No more problems at all \o \o \o

Greetz DasBooT 8) 8) 8)

Author:  Ewan [ Sun Dec 13, 2009 6:34 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008


Author:  BinaryStar [ Sun Dec 13, 2009 7:05 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

[fP]Customs Server (ETPRO)


back to the topic :b

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