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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting.

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Old 2010-07-11, 13:38   #31
Rudd
Retired PR Developer
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Default Re: Kit for TOW

kit for TOW would be clunky and frustrating imo, though I agree with a nerf


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Old 2010-07-11, 13:58   #32
Smiddey723
Default Re: Kit for TOW

Maybe nerf the TOW so it gets no splash damage like the old RPG's and LAT

P.S Splash damage is explosion right?
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Old 2010-07-11, 14:40   #33
Kim Jong ill
Default Re: Kit for TOW

Quote:
Originally Posted by [R-CON]Rudd View Post
kit for TOW would be clunky and frustrating imo, though I agree with a nerf
I disagree, it seems like an extremely good suggestion to both balance the power of the TOW and to further realism. The TOW is a weapon system that requires significant training and skill, in any situation if you can avoid engaging the system and instead target the man (Whom is just as limited in quantity, but more vulnerable) then you should.

My point; There's no point having a battalion of tanks on station if the crewman were all bombed in their barracks as they slept

Just as a weapon system is limited in quantity, so are the men trained to use it.
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Old 2010-07-11, 15:15   #34
yakuz
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Default Re: Kit for TOW

Quote:
Originally Posted by Kim Jong ill View Post
I disagree, it seems like an extremely good suggestion to both balance the power of the TOW and to further realism. The TOW is a weapon system that requires significant training and skill, in any situation if you can avoid engaging the system and instead target the man (Whom is just as limited in quantity, but more vulnerable) then you should.

My point; There's no point having a battalion of tanks on station if the crewman were all bombed in their barracks as they slept

Just as a weapon system is limited in quantity, so are the men trained to use it.
I understand your point but in PR the idea of training is lost because anyone can pick up any kit, e.g. insurgent picking up a HAT.
So training would involve one person dropping the kit and the other picking it up, hardly a realistic time-frame. I like the idea of trained personel but I don't see how it would be implemented without being worked around quickly and easily by players.
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Old 2010-07-11, 15:57   #35
Kim Jong ill
Default Re: Kit for TOW

When you die on a stationary weapon your kit is lost, if a kit is limited to a certain number on one team then you have effectively limited the number of trained operators available on the field. This is the entire point of the limited kit system, which the effectiveness of is increased dramatically when you take into account you cannot take the kit from the dead gunner's body.
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Old 2010-07-11, 15:58   #36
Damian(>>>PL
Default Re: Kit for TOW

Crewman needed for TOW will not stop TOW snipers, problem is in unlimited rockets.
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Old 2010-07-11, 16:06   #37
killonsight95
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Default Re: Kit for TOW

it has limited rockets....
crewman is not a good idea because it isn't limited....
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Old 2010-07-11, 16:10   #38
Damian(>>>PL
Default Re: Kit for TOW

10 rockets, 2 incediary granade + officer + riffleman = 10 rockest. For me its like unlimited.
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Old 2010-07-11, 17:22   #39
Amir
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Default Re: Kit for TOW

Quote:
Originally Posted by killonsight95 View Post
it has limited rockets....
crewman is not a good idea because it isn't limited....
So, the plan is to make a kit similar to the crewman kit but with another name and to make it limited. Read the previous page's
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Old 2010-07-11, 19:12   #40
killonsight95
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Default Re: Kit for TOW

i did read the prev pages i even commented on them....
and i know that but its not "the" crewman kit it'd be the TOW kit which he said "crewmen" as in the kit to man vehicals....
also the kit isn't there to stop TOW snipers its there to amke the game more realistic as in not everyone in the army can operate a TOW
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