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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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2010-07-09, 10:28 | #11 |
Join Date: Oct 2008
Posts: 267
Ireland
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Re: Kit for TOW
Go away with that ! ! ! Limited cover... Last time I got owned by TOW in LAV25 was on jabal, shoting at the man with HE rounds and I did see that they are exploding right at him and nothing...... I belive that he was heavly injured but comeon he should be down just after first shot...
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2010-07-09, 13:27 | #12 |
Join Date: Mar 2009
Posts: 2,113
United Kingdom
Location: Cardiff
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Re: Kit for TOW
yeah TOW's should be heavly nerfed, maybe something along thses lines:
- TOW ammo reduced from 9 to 3-4 - You cannont shoot/man the TOW if you have been revived within the past 2 mins - You cannot shoot/man the TOW if you are below 60-70% health - TOW's when destroyed should cost 2-3 tickets to represent the equipment lost/ if rebuilding for ammo then ammo lost If the last is done then AA's should be the same along with HAT kits if killed/kit dissapears from gameworld you loose 2 tickets for the HAt kit and 2-3 for AA emplacement. |
2010-07-09, 17:06 | #13 | |
Banned
Join Date: Mar 2010
Posts: 165
Kazakhstan
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Quote:
And btw; I don't know, and it seems like you guys also don't know what you want in PR. I've seen this topic about removing sniperkit,etc.. and alot of people said it should be done. Now someone said "blabla; you can be easily shot down on a TOW with a sniper.." Then I see this topic about "hurr durr people abusing TOW against inf." Now, when I suggest a something good for it, you guys saying that it is not needed. Where's the logic ? Double post merged, writing re-sized. - Jigsaw | |
Last edited by Jigsaw; 2010-07-09 at 17:21..
Reason: x2
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2010-07-09, 17:13 | #14 |
Join Date: Feb 2007
Posts: 1,594
United Kingdom
Location: UK
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Re: Kit for TOW
I like your thinking Amir.
Too bad most people didn't really read what you said and took the thread title literally. Nerfing the ammo or making a special kit to use it do present solutions...which is a good thing! Reducing ammo count would seem more effective though (in my opinion). |
2010-07-09, 17:43 | #15 |
Retired PR Developer
Join Date: Jun 2006
Posts: 3,835
Japan
Location: Tokyo
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Re: Kit for TOW
Well I'm pretty sure Rhino has already said they're looking at rebalancing the TOWs, so it's a sort of moot point until we see what the devs have decided to do for 0.92/0.95 (or whatever the next release is).
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2010-07-10, 00:29 | #16 | |
Join Date: Jun 2009
Posts: 456
Australia
Location: Melbourne
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Re: Kit for TOW
Quote:
Hell you could knife him if you want. I've seen some pretty rubbish people on TOW launchers. | |
2010-07-10, 00:47 | #17 | |
Join Date: Jul 2009
Posts: 361
United Kingdom
Location: Birmingham
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Re: Kit for TOW
Quote:
I like the idea of having to have a specific kit to man the TOW, would encourage people to choose whether or not they want to stay at the FOB for defense, or move forward with their squad, since being able to switch between the two wont be possible. | |
2010-07-10, 01:07 | #18 |
Join Date: May 2010
Posts: 73
United Kingdom
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Re: Kit for TOW
I quite like this idea. May as well make a "Gunner" kit that can operate the TOWs and, when they are released, the mortars.
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2010-07-10, 01:13 | #19 |
Join Date: Jun 2009
Posts: 3,665
United States of America
Location: Sao Paulo
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Re: Kit for TOW
I agree with this. Maybe 4 limited kits with 5 minutes gap (so if someone dies while manning the TOW, that TOW will be innoperable for the next 5 minutes (unless you have another TOW Operator nearby...)
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2010-07-10, 14:42 | #20 |
Join Date: Jun 2009
Posts: 399
Canada
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Re: Kit for TOW
how about a kit to actually build the TOW, this way you wont have a whole squad camping the FOB (not a bad thing) and the dedicated squad that has to build it will stay with it, it will avoid the needless placements of tows in remote areas and keep it where it needs to be in the front
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Tags |
kit, tow |
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