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Old 09-07-2009, 02:01 PM   #21
<<SpanishSurfer>>
Default Re: Should the TOW be a deployable asset?

Yes DEF include them!

"Get lost, support your Coast Guard."
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Old 09-07-2009, 02:20 PM   #22
503
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Default Re: Should the TOW be a deployable asset?

I'd like a TOW deployable asset but not too far from the FB. It would be strange to have TOWs 500 meters away from a FB in the middle of nowhere.


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Old 09-07-2009, 04:09 PM   #23
superhunty123
Default Re: Should the TOW be a deployable asset?

Totally agree on maps like Kashan where FB's stick out like a sore thumb and have no defense against tanks but they should not be able to build them on maps like Ejod or Mestia
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Old 09-07-2009, 04:26 PM   #24
rrrrrkkkkk
Default Re: Should the TOW be a deployable asset?

tow with maximum 2 hits, so infantry will have to be wise to use it
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Old 09-07-2009, 04:31 PM   #25
Ghost1800

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Default Re: Should the TOW be a deployable asset?

Quote:
Originally Posted by Dr2B Rudd View Post
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.
This may seem like a rather stupid idea or too simplistic... but couldn't deployable TOWs fire the same projectile as the mobile TOWs to compensate for them being able to be placed almost anywhere on the map?

"Every time there is any flying vehicle on a map, most people turn retarded." - SJT

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Old 09-07-2009, 05:07 PM   #26
EnermaX

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Default Re: Should the TOW be a deployable asset?

Quote:
Originally Posted by Not_able_to_kill View Post
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?
No it isnt, but if we change like in real, the weaker faction will soon be fed up with the mod.
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Old 09-07-2009, 05:12 PM   #27
amazing_retard
Default Re: Should the TOW be a deployable asset?

Big maps perhaps, but on maps like Jabal I see major balance issues....
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Old 09-07-2009, 08:57 PM   #28
ledo1222

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Default Re: Should the TOW be a deployable asset?

i agree we need that tow like instead of aa on some maps its tow


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Old 09-07-2009, 10:27 PM   #29
<<SpanishSurfer>>
Default Re: Should the TOW be a deployable asset?

A Tow with only 2-3 shots available.....auto reload every 10-15 min...

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Old 09-08-2009, 12:06 AM   #30
GreedoNeverShot

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Default Re: Should the TOW be a deployable asset?

If we give it anymore than AA (from AA), AT (from TOW), Unlimited supplies (from crates), Anti-infantry (from HMGs), protection of infantry (from sandbags/ foxhole things), enemy vehicle and personnel obstruction (from Wire and traps), and a spawnpoint, then eventually it will just become an RTS game.

Maybe after this we can add trenches, vehicle garages, artillery emplacements, medical tents, and etc. /sarcasm

They are hard enough to kill now, but give them protection from armor (at they should already have from good placement, inf AT, and traps/wire) and then they will be invincible.

I think there should be a very limited amount if they are put in.

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