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Old 03-03-2010, 08:44 AM   #51
Nehil

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Default Re: Deployable Assets Expansion and the Combat Engineer

Not more assets, it's enough already.

What I'd like to see is removing the ability to build heavy assets like AA/TOW without a combat engineer around. Shouldn't that be their job? And perhaps it add a reason to use the combat engineer not just for laying mines, which is the case right now.


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Old 03-03-2010, 12:45 PM   #52
killonsight95
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Default Re: Deployable Assets Expansion and the Combat Engineer

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Originally Posted by Nehil View Post
Not more assets, it's enough already.

What I'd like to see is removing the ability to build heavy assets like AA/TOW without a combat engineer around. Shouldn't that be their job? And perhaps it add a reason to use the combat engineer not just for laying mines, which is the case right now.
i'm pretty sure a soldeir could set up a TOW easly enough without the need of an enginer also we get 2 of those kits which is very limited the kit number would need to be increased. Also i would like to see more firebase deployables because it makes the game more vairied


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Old 03-03-2010, 01:43 PM   #53
-.-Maverick-.-

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Default Re: Deployable Assets Expansion and the Combat Engineer

I like this idea but Im afraid that it will just result in a noob squad grabbing the engi kit and wasting it, and then no FOB defences for a looong time. With the new FOB system that would be deadly.


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Old 03-03-2010, 04:58 PM   #54
[R-COM]rushn
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Default Re: Deployable Assets Expansion and the Combat Engineer

like the sandbunker in wake island maybe change it up a little or the cement bunkers?

I think adding trip flares would be nice so that the defending team can be prepared unless of course the enemy team is carefull
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Old 03-03-2010, 05:42 PM   #55
SnipeHunt
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Default Re: Deployable Assets Expansion and the Combat Engineer

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Originally Posted by ledo1222 View Post
Or maybe a Medical tent were Inf can get healed when not many medics are around. This could be like a mobile base.
If a medical station is created that will be the end of medics in many squads... "Hey you are shot.. good luck getting to the aid station."
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Old 03-03-2010, 07:40 PM   #56
[R-COM]rushn
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Default Re: Deployable Assets Expansion and the Combat Engineer

maybe the aid station just has patches and no one wants to walk far away
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Old 03-03-2010, 11:35 PM   #57
Redamare
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Default Re: Deployable Assets Expansion and the Combat Engineer

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Originally Posted by ledo1222 View Post
100 Crates give you an Nuclear Silo

On topic: I see were hes going and i like the Assest ideas. might be cool.

And yes a heli pad and repairs station. Or maybe a Medical tent were Inf can get healed when not many medics are around. This could be like a mobile base.

EX: Your playing Ins and both caches are on the South side and your base is on the North side. u dont want to travel 2km/4kms just to resupply. that kind of firebase could solve many things.
HAHA YESS

BOOM lolool ...

I dont really know what to think of this post :L ... except that ... how often on a battlefield do you get like concrete assets :"D ... lol it will take away from the game and make it impossible to destroy anybodys FOBS ... -_- i think we should stick with the assets we have but i Sorta like the idea of atleast 3 or 4 crates make TOW and AA


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Old 03-03-2010, 11:39 PM   #58
stealth420

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Default Re: Deployable Assets Expansion and the Combat Engineer

A helicopter pad i can undestand, beause there are no kits than can repair them, But for the medical station/tents.......just call a medic.
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