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Old 09-08-2009, 04:43 AM   #31
TheLean
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Default Re: Should the TOW be a deployable asset?

It could be nice on some maps like kashan but it would totally ruin other maps like Ejod. And all you who says make it a choice between AA or TOW, have you looked at the number of maps withouth air? Maybe you only play muttrah but please think a bit.
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Old 09-09-2009, 03:48 AM   #32
[R-COM]HangMan
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Default Re: Should the TOW be a deployable asset?

I disagree when u say it would ruin maps like Ejod. They would just get played differently.


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Old 09-09-2009, 05:36 AM   #33
K4on
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Default Re: Should the TOW be a deployable asset?

I think it s okay. You should be able to decide between a deployable aa or a tow. That means one tow OR aa for the defence of an outpost


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Old 09-09-2009, 06:19 AM   #34
fubar++
Default Re: Should the TOW be a deployable asset?

Yes it should be. And not only near to the firebase, I'd say anywhere but near the opposite main base. It's good idea to limit the amount of ammunition, let's say 3 at max. Not sure how the splash damage is set ATM, but if it's there it should be reduced so it would not be powerful against infantry.

It would also be good to see it as mobile asset like they are at FH2 (mortars etc.) but with a long time to set up, as it is IRL. Rest would lay on the skills of the TOW user(s) - would be nice to have a TOW team with a spotter too - how you use the terrain for protection and so on, all the stuff they teach you when you get training as anti-tank infantry.

Edit:
Actually, there could be both TOW within the firebase (1 each FB) and a requestable TOW kit for TOW teams (like sniper teams, let's say 1 TOW kit for each team). But now someone will come and say too much TOW's...
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Old 09-09-2009, 06:38 AM   #35
Pluizert

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Default Re: Should the TOW be a deployable asset?

I like to see 3 assets to be build around a firebase as a maximum. So that could be 3 HMG's, or 1 HMG, 1 AA, ! TOW. Add minefields of 10 pieces that can be build and the defense of the fb will be guarenteed...


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Old 09-09-2009, 08:55 AM   #36
K4on
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Default Re: Should the TOW be a deployable asset?

Quote:
Originally Posted by fubar++ View Post
Yes it should be. And not only near to the firebase, I'd say anywhere but near the opposite main base.
I think the deployable TOW should be in the buildradius only as a firebase asset.


Quote:
Originally Posted by fubar++ View Post
... a requestable TOW kit for TOW teams (like sniper teams, let's say 1 TOW kit for each team)..
a quite good idea too


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Old 09-09-2009, 05:08 PM   #37
[R-COM]HangMan
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Default Re: Should the TOW be a deployable asset?

Quote:
Originally Posted by fubar++ View Post
Actually, there could be both TOW within the firebase (1 each FB) and a requestable TOW kit for TOW teams (like sniper teams, let's say 1 TOW kit for each team). But now someone will come and say too much TOW's...
Hmmm as cool as that sounds, its quite ridiculous realy. We already have a HAT kit. Why add another one?


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Old 09-09-2009, 07:47 PM   #38
Jake94
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Default Re: Should the TOW be a deployable asset?

agreed a TOW on a fob would make a reason for people to acctualy sit back and defend instead of just abandoning it.
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Old 09-09-2009, 08:33 PM   #39
Dev1200

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Default Re: Should the TOW be a deployable asset?

thats like having an immoble HAT kit. But better D:
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Old 09-10-2009, 07:19 AM   #40
[R-COM]HangMan
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Default Re: Should the TOW be a deployable asset?

I think it will also help lead to some good FB defense firefights. At the moment they are usually a bit 'build and forget'. If the mortar becomes a deployable asset aswell as the TOW we could have some serious bases on our hands


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