Should the TOW be a deployable asset?
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Hairysteed
- Posts: 27
- Joined: 2007-10-02 22:23
Re: Should the TOW be a deployable asset?
I'd like to see more deployable defenses - ATGM launchers, AGLs, recoilless rifles, you name it! I don't think there's enough entrenchments and fortifications in the game.
Overpowered you say? Then introduce artillery/mortars to counter them!
Overpowered you say? Then introduce artillery/mortars to counter them!
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: Should the TOW be a deployable asset?
The counter as it is is basically calling in CAS via Apache. 7 Hellfires, hydras, 30mm, completely level it, and then pull out and let infantry and armor deal with destroying the crates and the FB.Hairysteed wrote:I'd like to see more deployable defenses - ATGM launchers, AGLs, recoilless rifles, you name it! I don't think there's enough entrenchments and fortifications in the game.
Overpowered you say? Then introduce artillery/mortars to counter them!
Trust me on this one, two passes from a good pilot and a competent gunner will mean the utter destruction of a FB and all of it's defenses.
AGLs would be stupid. Recoiless rifles is just rifleman AT. Two TOWs, one AA, and 2 MG emplacements would be all the defense a FB should ever need. Maybe make it so only two people can fit and get through wire and foxholes, but that's it. The only other thing I'd consider would be something like a ZPU.
Any more and you're building another main base. Might as well include helipads and runways while you're at it.
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HangMan_
- Posts: 1753
- Joined: 2009-06-07 00:58
Re: Should the TOW be a deployable asset?
I would like to see more deployable structures in general. But the TOW is the first thing that needs to be implementedHairysteed wrote:I'd like to see more deployable defenses - ATGM launchers, AGLs, recoilless rifles, you name it! I don't think there's enough entrenchments and fortifications in the game.
Overpowered you say? Then introduce artillery/mortars to counter them!
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Heikkine
- Posts: 57
- Joined: 2008-08-29 22:29
Re: Should the TOW be a deployable asset?
i think either the AA or the AT.. then people would have to cordinate the defence better.
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WilsonPL
- Posts: 510
- Joined: 2008-03-27 17:32
Re: Should the TOW be a deployable asset?
option AA or TOW is good idea, but i think tow should have 2 rockets max otherwise it will be overpowered;

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N.Kuntze
- Posts: 116
- Joined: 2007-07-16 14:26
Re: Should the TOW be a deployable asset?
I think the Tow should have 3 Rounds, just like the TOW Humvee and should be resupplyed by Supply and ammo crates.
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Hairysteed
- Posts: 27
- Joined: 2007-10-02 22:23
Re: Should the TOW be a deployable asset?
At least introduce buildable hull-down positions for vehicles! (should be very resistant to tank rounds and ATGMs)
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MarineSeaknight
- Posts: 287
- Joined: 2008-01-08 16:12
Re: Should the TOW be a deployable asset?
Mmm. Agreed.
- Choice between an AA or a ATGM emplacement when deploying (right/left click)
* 1 per firebase
* ATGM and AA emplacements would be "rearmable" with supply crates dropped by trucks/helos
- Choice between foxholes for infantry or "hull downs" for vehicles (also right/left click)
* Would be with the current combined limit in game, similiar to how you can have x number of razorwire and foxholes combined, so you could build some foxholes and some hull downs.
* Soldiers with shovels would have to build the hull downs, just like with the other deployable assets
* Hull downs could be as simple as the ones on EJOD Desert in the generic grey-colored sand, with partially-buried HESCO barriers making up the "frame" of it
Some good, no-nonsense suggestions. I like it.
- Choice between an AA or a ATGM emplacement when deploying (right/left click)
* 1 per firebase
* ATGM and AA emplacements would be "rearmable" with supply crates dropped by trucks/helos
- Choice between foxholes for infantry or "hull downs" for vehicles (also right/left click)
* Would be with the current combined limit in game, similiar to how you can have x number of razorwire and foxholes combined, so you could build some foxholes and some hull downs.
* Soldiers with shovels would have to build the hull downs, just like with the other deployable assets
* Hull downs could be as simple as the ones on EJOD Desert in the generic grey-colored sand, with partially-buried HESCO barriers making up the "frame" of it
Some good, no-nonsense suggestions. I like it.
Last edited by MarineSeaknight on 2009-09-24 04:57, edited 1 time in total.

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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Should the TOW be a deployable asset?
simple answer... YES ...i think it would improve firebase defense because barly anyone defends firebases
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chuckMFd
- Posts: 130
- Joined: 2007-11-24 18:17
Re: Should the TOW be a deployable asset?
I completely agree!XxX_HangMan_XxX wrote:I would like to see more deployable structures in general. But the TOW is the first thing that needs to be implemented
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thebeanie
- Posts: 119
- Joined: 2009-01-18 05:39
Re: Should the TOW be a deployable asset?
chuckMFd wrote:I completely agree!
Same here.. tis one of many things i would like to see added
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xenimus
- Posts: 61
- Joined: 2007-05-30 23:48
Re: Should the TOW be a deployable asset?
Should the TOW be a deployable asset?
Yes, I have been wanting them for years.
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Problems. it changes gameplay too much I think.
Firebases would become a powerful asset to defend an entire quadrant.
Insurgents wouldn't get this power.
It could be used offensively. such as a rolling firebase.(keeps advancing)
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Though, I think its possible to stop most of these problems.
Insurgents could get a new weapon to help balance.
time restrictions could limit mobility.
limiting FB distances, and number.
maybe there needs to be a new type of firebase, an outpost? I suppose that is what the main base has always been.
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and regarding firebases controling large areas. maybe firebases should be rethought.
perhaps a place for ofcourse AT, but also indirect weapons to reside. mortars, artillary.
there could be a more dynamic and always changing power structure to a map.
more supplies needed. making convoys, ambushes, and patrols more important.
Bigger more important choices for SLs and commanders.
Yes, I have been wanting them for years.
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Problems. it changes gameplay too much I think.
Firebases would become a powerful asset to defend an entire quadrant.
Insurgents wouldn't get this power.
It could be used offensively. such as a rolling firebase.(keeps advancing)
-----
Though, I think its possible to stop most of these problems.
Insurgents could get a new weapon to help balance.
time restrictions could limit mobility.
limiting FB distances, and number.
maybe there needs to be a new type of firebase, an outpost? I suppose that is what the main base has always been.
-----
and regarding firebases controling large areas. maybe firebases should be rethought.
perhaps a place for ofcourse AT, but also indirect weapons to reside. mortars, artillary.
there could be a more dynamic and always changing power structure to a map.
more supplies needed. making convoys, ambushes, and patrols more important.
Bigger more important choices for SLs and commanders.
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Should the TOW be a deployable asset?
xenimus wrote:Should the TOW be a deployable asset?
Yes, I have been wanting them for years.
-----
Problems. it changes gameplay too much I think.
Firebases would become a powerful asset to defend an entire quadrant.
Insurgents wouldn't get this power.
It could be used offensively. such as a rolling firebase.(keeps advancing)
-----
Though, I think its possible to stop most of these problems.
Insurgents could get a new weapon to help balance.
time restrictions could limit mobility.
limiting FB distances, and number.
maybe there needs to be a new type of firebase, an outpost? I suppose that is what the main base has always been.
-----
and regarding firebases controling large areas. maybe firebases should be rethought.
perhaps a place for ofcourse AT, but also indirect weapons to reside. mortars, artillary.
there could be a more dynamic and always changing power structure to a map.
more supplies needed. making convoys, ambushes, and patrols more important.
Bigger more important choices for SLs and commanders.
Actually, I believe that putting 1 TOW instead of 1 HMG is balanced for this reasong:
HMGs can take out a whole squad and pin them down, suppress the hell outta them, and they are precise as... when you wait for your sniper to steady for 8 seconds. kinda.
TOWs would take down APCs easily, but well... what is the infantry gonna suffer with that? comeone! huge armor piercing missiles that don't have a big splash radius?
So I say...... I think that FOBs should be limited to have 2 HMGs OR 1 HMG and 1 TOW. 2 TOWs would be just too much.
I believe thats balanced.
Cheers!
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CyT
- Posts: 6
- Joined: 2009-10-05 11:51
Re: Should the TOW be a deployable asset?
Also you could put a ready-up timer on it, like a tanks turret. So that infantry cant just quickly jump in it and own any tank - they need to organise. And i like the heavy defence limit of only 3 so if there is no air then it allows for another HMG or TOW to be deployed. I do often find that firebases suffer from build-and-forget or are in odd positions. The other day on Sunset City they built a HMG on the hill in the east and stopped the Chinese from crossing the bridge lol.

