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Old 04-13-2010, 10:20 AM   #21
snooggums
Default Re: [TOW] Grouped reloads/removed from 'infantry' layers

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Originally Posted by Dev1200 View Post
I agree with all 3 ^^


Maybe give "movement deviation" to the tow, such as moving it quickly like that hat does. Turning while zoomed in with the HAT makes its in-accuracy shoot up, so why not do the same with the TOW?
Not really accurate to have the emplacement have deviation because the TOW is hard mounted like a tank turret, while the HAT rests on your shoulder and requires the shooter get stable and steady before firing.

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Old 04-18-2010, 08:42 PM   #22
Dev1200

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Default Re: [TOW] Grouped reloads/removed from 'infantry' layers

Still.. You can't say it's not overpowered. Perhaps reduce the insane zoom, or take the sandbags out so infantry can effectively engage it.


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Old 04-18-2010, 11:06 PM   #23
Doedel

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Default Re: [TOW] Grouped reloads/removed from 'infantry' layers

Just what we need, more heavy nerfs against anti-armour assets so that we can all enjoy the love of completely untouchable armoured vehicles running circles around our infantry with absolutely nothing they can do to stop it.

Just reduce the zoom. There's no need for it to be super-zoom anyway. But the TOW like all other ATGMs and anti-armour missiles are often used in the fire support role anyway against fixed targets rather than armoured vehicles is very commonplace so I don't know why you're so mad.
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Old 04-19-2010, 01:41 AM   #24
snooggums
Default Re: [TOW] Grouped reloads/removed from 'infantry' layers

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Just what we need, more heavy nerfs against anti-armour assets so that we can all enjoy the love of completely untouchable armoured vehicles running circles around our infantry with absolutely nothing they can do to stop it.

Just reduce the zoom. There's no need for it to be super-zoom anyway. But the TOW like all other ATGMs and anti-armour missiles are often used in the fire support role anyway against fixed targets rather than armoured vehicles is very commonplace so I don't know why you're so mad.
I want it to be effective, I just don't want it to be a free, fast loading AT spam machine which it is right now. I like the super zoom, don't even mind the quick reload, I just don't like 9 rockets in it which can be reloaded in 10 seconds with two incendiaries and three shovels (can be manned while building).

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Old 04-19-2010, 07:06 AM   #25
General_J0k3r
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Default Re: [TOW] Grouped reloads/removed from 'infantry' layers

i don't see the problem tbh. if you have one or two inf suppressing the TOW armor can move in and fuck it up, can't it?

also, taking 4 ppl out of the fighting if shit is heavy is not happening often. i prefer a HAT in my squad over a TOW almost always since a skilled team takes out visible TOWs in no time. or maybe i don't get ur point.
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Old 04-19-2010, 10:43 AM   #26
snooggums
Default Re: [TOW] Grouped reloads/removed from 'infantry' layers

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i don't see the problem tbh. if you have one or two inf suppressing the TOW armor can move in and fuck it up, can't it?

also, taking 4 ppl out of the fighting if shit is heavy is not happening often. i prefer a HAT in my squad over a TOW almost always since a skilled team takes out visible TOWs in no time. or maybe i don't get ur point.
I'm talking mostly about maps without armor where TOW emplacements are engaging at the view distance, well past effective infantry counterfire, so I don't think you get the point. TOW emplacements, even with limitations, would still be very effective against armor since there is only so many pieces of armor that need to be taken out before reloading.

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Old 04-19-2010, 01:18 PM   #27
RELEASE_THE_KRAKEN

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Default Re: [TOW] Grouped reloads/removed from 'infantry' layers

That is true. On Archer if you build a TOW on the mountain South of the village and have some infantry support, you can spam the village into submission.


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