TOW, to much of it!

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ViktorMk
Posts: 68
Joined: 2009-09-01 19:06

TOW, to much of it!

Post by ViktorMk »

The TOW, a great weapon that can save infantry squads from disaster! However this may be a good asset in maps such as Silent Eagle, Kashan Desert, where there actually is alot of armour. In maps such as Muttrah, its extremely overpowered. You need to watch out for enemy APC's, LATs, HATs. Taking these TOWS away from maps that are small would be a much better choice in my opinion.
APC's last on average a minute or two once they hit the shore at Muttrah Docks.
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: TOW, to much of it!

Post by mangeface »

That's a valid point. I don't know if that's possible or not.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: TOW, to much of it!

Post by Arnoldio »

TOW is a TOW... your job (if your infantry) is to take it out before armour rolls in...


"Apcs keep killing me... can you remove them from all maps?"
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: TOW, to much of it!

Post by Redamare »

Reload time should be greatly increased ... it reloads too fast so that you are able to quickly rape enemys :) ..... HMG is never used properly also it should be tweaked a bit ;D
0331SgtSpyUSMC
Posts: 261
Joined: 2009-05-31 16:37

Re: TOW, to much of it!

Post by 0331SgtSpyUSMC »

This would be nice if you had other means to destroy apc's maybe allow engineer carry more equipment, because right now it's not nearly enough
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Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: TOW, to much of it!

Post by Pariel »

APCs are not uberkilling machines. That's why AT emplacements exist. An APC actually working with infantry an take out an enemy AT emplacement quite easily -- it should promote combined arms, rather than the APCs just driving randomly around the map like they usually do.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: TOW, to much of it!

Post by Hunt3r »

Fire support and troop transport are not mutual.
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RedWater
Posts: 361
Joined: 2008-12-03 15:59

Re: TOW, to much of it!

Post by RedWater »

The problem with the TOWs is also that it kills infantry way to easy.
Oh and the reload-time is waaaaaaay to fast, when you know the TOW was dumb enough to kill an infantrist a second ago you should be able to roll in and kill the TOW, but you cant, cause by the time you drove around the corner youre already dead.

I like using the TOW though, but I think its waaaay to easy to use right now.
00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Re: TOW, to much of it!

Post by 00SoldierofFortune00 »

Its a necessary evil. Most people aren't in the right spot at the right time with LATs or HATs, so the TOW is a good alternative and allows anyone on the team to use it. It should stop enemy armor from just going off on its own without infantry support too. Single APCs shouldn't be able to just roll up on FOBs and take them out themselves without at least some resistance IMO.
"Push the Envelope, Watch It Bend"

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-=TB=-Tobakfromcuba
Posts: 526
Joined: 2007-02-25 15:06

Re: TOW, to much of it!

Post by -=TB=-Tobakfromcuba »

can ammo on the TOW be decreased to avoid rocketspam?
joethepro36
Posts: 471
Joined: 2007-12-28 23:57

Re: TOW, to much of it!

Post by joethepro36 »

So long as you recon the position or infantry secure the position and keep it pinned, there are no problems. The TOW is a stationary HAT, which can be bloody nightmarish to go against.

The TOW can be difficult to take on via vehicles, but that's besides the point. A TOW isn't "overpowered" because of several things:

A TOW takes time to build in advance of enemy forces.
It's immobile so it can't change position.
It has a long set up time so you need a guy to garrison it permenently.
Infantry can knock the guy out extremely easily, to the point where a single guy can shoot at him from range and disable the TOW.
The TOW can't re-arm ammo (usually not an issue though).

On the plus side you have:

High powered optics.
High powered ammunition (knocks out a tank in one if I'm right).

The reload time does need to be increased for balance reasons, considering the power of it on smaller maps like Muttrah.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: TOW, to much of it!

Post by killonsight95 »

people need to wait untill the next relese of PR before making anymore TOE suggestions
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-=TB=-Tobakfromcuba
Posts: 526
Joined: 2007-02-25 15:06

Re: TOW, to much of it!

Post by -=TB=-Tobakfromcuba »

ehm..something i missed?

or is it better to submit ideas/suggestions/opinions before the next release so devs and testers can take things in consideration?
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: TOW, to much of it!

Post by Qaiex »

Maybe if we made the TOW turn slower, like the field guns (but not THAT slow) it would be less of an end-all weapon.
It is after all not made out of feathers.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: TOW, to much of it!

Post by killonsight95 »

-=TB=-Tobakfromcuba wrote:ehm..something i missed?

or is it better to submit ideas/suggestions/opinions before the next release so devs and testers can take things in consideration?
yes but when things have been talked about 2 times previously and then you make a new thread talking about that the TOW owns to much then you need to start to think
"hay maybe i should wait till the next relese to see what they do or maybe post my ideas on an already exsiting thread"

https://www.realitymod.com/forum/f18-pr ... -tows.html

https://www.realitymod.com/forum/f18-pr ... usage.html
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Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: TOW, to much of it!

Post by Jaymz »

The maximum available TOW's has been decreased to 2 for the 0.912 patch.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: TOW, to much of it!

Post by Kain888 »

[R-DEV]Jaymz wrote:The maximum available TOW's has been decreased to 2 for the 0.912 patch.
Wow. Nice to hear. Hope they will reload a bit slower as well. :)
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