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Old 09-10-2009, 07:35 AM   #41
fubar++
Default Re: Should the TOW be a deployable asset?

Quote:
Originally Posted by XxX_HangMan_XxX View Post
Hmmm as cool as that sounds, its quite ridiculous realy. We already have a HAT kit. Why add another one?
For extra firepower and longer range? I'm just thinking it trough my training experience as anti-tank infantry, that's all...
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Old 09-11-2009, 09:39 AM   #42
K4on
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Default Re: Should the TOW be a deployable asset?

Quote:
Originally Posted by XxX_HangMan_XxX View Post
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

I agree with "as the TOW we could have some serious bases on our hands "


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Old 09-12-2009, 02:13 AM   #43
chuckMFd

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Thumbs up Re: Should the TOW be a deployable asset?

The TOW deployable asset is a great idea! The foxholes could have LMG mounts, someone on the 50cal. Cover the sky with AA. I think that is a recipe for some serious teamwork! Give people somthing to feel more secure about while they're defending a FB and they won't get abandoned as much.

I know some people would say thats way to overpowered but it would make life guarding a FB alot better. 1 TOW, 1 AA, 1 50cal, 3 foxhole LMG nests (current foxholes don't get used that much). If these extra assets are to much then limit FB production down to just 3 instead of the current 4. That way on a 64 player map 3 squads could effectively guard 3 FBs.

This would make Tankers and APCs rely more on their infantry units to attack FBs instead of just running off into the sunset on a rampage lone wolf style. Maybe APC crews would actually take a full bus to the front lines because they would be more vulnerable without their infantry scouts.

TOW DEPLOYABLE ASSET PARTY UNITE!


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Old 09-12-2009, 02:39 AM   #44
[R-COM]HangMan
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Default Re: Should the TOW be a deployable asset?

I'm really glad that people are supporting this idea. After this has been discussed a bit more i may post a suggestion in the suggestions forums... Or i will look into making this myself.


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Old 09-12-2009, 03:31 PM   #45
Solid Knight
Default Re: Should the TOW be a deployable asset?

Why not have a TOW truck that allows you to spawn a TOW somewhere every twenty to thirty minutes?
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Old 09-12-2009, 04:57 PM   #46
[FC]Freddie

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Default Re: Should the TOW be a deployable asset?

Either the AA or the TOW is a solid option.


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Old 09-12-2009, 06:38 PM   #47
TF6049

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Default Re: Should the TOW be a deployable asset?

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Originally Posted by XxX_HangMan_XxX View Post
Seeing as this isn't the suggestions forum then its ok to discuss it again i believe. I can't remember the TOW being deployable ingame before. I think it should be put into PR as a deployable asset that u have to sacrifice the AA for. This means u will be vulnerable to either tanks or aircraft but its up to the players to decide
I like this idea. You get 3 "defence foxholes" with every FOB. MG, SAM, or TOW - take your pick.

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Old 09-12-2009, 08:04 PM   #48
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Default Re: Should the TOW be a deployable asset?

Quote:
Originally Posted by XxX_HangMan_XxX View Post
Should the TOW be a deployable asset to be built near FB's?
Yes.

Quote:
Originally Posted by XxX_HangMan_XxX View Post
Should it be allowed aswell as the Anti-Air or should u have to choose between the two?
Choose.

Quote:
Originally Posted by XxX_HangMan_XxX View Post
How many should be allowed if it was implemented?
One per fire base.

Quote:
Originally Posted by XxX_HangMan_XxX View Post
What effect do people think this would have on gameplay?
Tanks would have to either die or scout out their target before assaulting.

M.


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Old 09-13-2009, 07:15 AM   #49
00SoldierofFortune00

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Default Re: Should the TOW be a deployable asset?

Oftentimes those sandbag/razor wire combos do nothing to stop tanks for taking out FOBs. I agree, make TOWs requestable but put some resonable limitation on it.
And to whoever said placement of the FOB matters, it does, but on some maps like Kashan, it is so open that you can't avoid a tank seeing it. Only place is the bunkers, and they are still easily taken out from there from a distance.


And I do recall the TOW being ingame before in this way. I think it was first when the Firebases/Bunkers came out or shortly after in a smaller patch, but was soon taken out which caused a small stir.

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Old 09-14-2009, 03:28 AM   #50
=0verlord=
Default Re: Should the TOW be a deployable asset?

Yeah, I would love to have a deployable TOW for firebases, they could use a little somethin' extra in my opinion. I also like the idea of 3 LMG nests, 1 .50, 1 AA, and 1 TOW.
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