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Old 09-07-2009, 10:34 AM   #11
GoreZiad
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Default Re: Should the TOW be a deployable asset?

Most players doesn't care where they build FBs. That's the first mistake. Second is building defences all over the place, not used, and on horrible spots. If a tank/APC has a beat on the FB, fall back. A TOW cannot compensate for badly placed FBs/defences IMO.


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Old 09-07-2009, 11:21 AM   #12
rampo

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Default Re: Should the TOW be a deployable asset?

No, that would just overpower the Firebases and i think this is a re-suggestion


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Old 09-07-2009, 11:49 AM   #13
Colonelcool125

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Default Re: Should the TOW be a deployable asset?

No.

It's hard enough playing armor.


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Old 09-07-2009, 12:29 PM   #14
[R-DEV]Thermis
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Default Re: Should the TOW be a deployable asset?

I don't remember TOWS ever being deployable assets. I would however like to see them as deployable assets. The balance of TOWs and AA is something we'd have to test before we figure it out. there is now way to really know how it will effect game play until we can actually get our hands out it.


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Old 09-07-2009, 01:17 PM   #15
Vege

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Default Re: Should the TOW be a deployable asset?

Yer, seems that my memory indeed fails me and there never was an TOW asset.
I got that idea from a older thread where that idea was branded as sIMBA.

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Old 09-07-2009, 01:24 PM   #16
KingLorre

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Default Re: Should the TOW be a deployable asset?

Either an AA or a TOW to pick from would be fair by me. but not both.

and yea this would be a pretty good addition if we do the Kinglorre Mathematics :P

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X TOW + Y tank =/= P1+ AN x X AA + Y PL+AN3 / Ω + chuc= ∑=mccool.
but on the serious side TOW or AA choice would be cool, not to much ammo on the tow and the ability to place it, you can ruin that placement but you can also do something great with it. its all up to so many factors to make that thing very deadly. (SL+firebase+truck+Squadmembers+placement+gunner+a mmount of targets+field of view=posibilities)


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Old 09-07-2009, 01:31 PM   #17
Tarantula

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Default Re: Should the TOW be a deployable asset?

if you can make it so that you can have either TOW or AA, its a good idea, otherwise it may end up being soo ridiculously difficult to assault a FB

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Old 09-07-2009, 01:32 PM   #18
General Dragosh

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Default Re: Should the TOW be a deployable asset?

I am all for that idea, cause ushually when a tank happens to stumble on a FB they just rush to it not considering their safety because they know well that there are no defence that can kill a tank, and henceforth they rush in

But with the abillity to build one, tank drivers/gunners have to be very carefull no to rush, if u die because of that its your own fault that u didnt send scouts before that and u deserve your death. . .at least thats how it works in real war

=P


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Old 09-07-2009, 01:37 PM   #19
Rudd
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Default Re: Should the TOW be a deployable asset?

I'm not a huge fan of the TOW launchers

and ingame they would become little artillery pieces

with HATs, LATs etc the battlefield is already dangerous enough for the vehicles imo.

also, TOWs fire a one shot kill projectile iirc, different to the TOWs carried on the humvee/APCs.


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Old 09-07-2009, 01:45 PM   #20
Not_able_to_kill

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Default Re: Should the TOW be a deployable asset?

It appears that everything that is unbalanced/overpowered/overkill is taken out of this mod, i want to ask? is a war really SO balanced in real life?

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