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#11 |
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IF, razorwire and the like, should get a bigger role in PR, consider giving specialists YouTube - future weapons-bangalore blade .
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#12 |
![]() Join Date: Aug 2008
Posts: 306
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Thermite should destroy razorwire... It burns hot enough to melt half inch steel. Razorwire is nothing to it.
Also it is possible for tanks to get stuck on wire. That stuff is incredible strong and plus if it gets in the right places it can completly stuck. |
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if you miss him... try, try again
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#13 | |
![]() Join Date: Jan 2008
Posts: 1,099
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Quote:
No a tank will not get stuck on simple razor wire per the old style placeable. | |
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My
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#14 |
![]() Join Date: Jul 2007
Posts: 247
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All you need to do is to separate the razorwire (back to how it was or with a dirt mound under it) and the hedgehogs to different objects. And yes, there shouldn't be a distance limit, only a supply crate near by should be required (for more realism and defenses stop being road signs towards firebases).
And there should definitely be explosives (engineers) required for disabling hedgehogs. |
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#15 |
![]() Join Date: Oct 2008
Posts: 104
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I wish the old razor wire would come back. This new wire/tank traps is nearly impossible to use to block infantry from getting through an opening, where as the old wire was easy to place, and it would go where you wanted it, not on top of you.
AD's edit (copied your post from the other thread you bumped): The problem, for me, with the new wire, is that it's nearly impossible to block a small hole, to stop infantry getting through. The wire will either not go down, or go down 5 feet away, possibly killing you in the process. The old wire was far from perfect, but at least it was good for infantry area denial. The new wire is full swing. It can stop vehicles, but not usually infantry. |
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The beatings will continue untill morale improves.
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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Last edited by [R-DEV]AfterDune; 08-26-2010 at 04:59 AM..
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#16 |
![]() Join Date: Jul 2008
Location: Bay City, WI
Posts: 28
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maybe add some kinda breaching charge for the rifle specialist to clear out them pesky razorwire, or just stick with the ol'combat engineer(which is underused in my opinion, or improperly used)
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#17 |
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IMO it would be enough if DEVs just add a "half"-size razorwire as 2nd mouseclick. That would solve the problem of blocking small alleys/entrances. Just cutting the current razorwire by half and adding as second deployment.
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#18 |
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Banned
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I sincerely would like to see the old razorwire back as a right-click option. Sometimes, in some situations, it's better to use that than the tank trap version and there are some places you can get it that you can't get the new version.
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#19 |
![]() Join Date: Jun 2009
Posts: 668
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Lol at the people which say that a tank can be stopped by razor wire. So, you are basically telling us that a wire about 2mm thick can stop a 70 ton tank(in this case, the Abrams) moving at about 30km/h(20m/h). LOL. The wire can not reach the axles because it gets ran over by a giant ass plate of steel(the tracks..).Even if someone would spin it manually around the axles, it would not stop the tank from moving.
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#20 | |
![]() Join Date: Jun 2006
Location: Utsunomiya
Posts: 1,432
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| back, razorwire |
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