Should the TOW be a deployable asset?
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<<SpanishSurfer>>
- Posts: 220
- Joined: 2006-05-13 05:38
Re: Should the TOW be a deployable asset?
Yes DEF include them!
"Get lost, support your Coast Guard."
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503
- Posts: 679
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Re: Should the TOW be a deployable asset?
I'd like a TOW deployable asset but not too far from the FB. It would be strange to have TOWs 500 meters away from a FB in the middle of nowhere.
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superhunty123
- Posts: 70
- Joined: 2009-08-31 19:03
Re: Should the TOW be a deployable asset?
Totally agree on maps like Kashan where FB's stick out like a sore thumb and have no defense against tanks but they should not be able to build them on maps like Ejod or Mestia
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rrrrrkkkkk
- Posts: 29
- Joined: 2008-11-28 04:57
Re: Should the TOW be a deployable asset?
tow with maximum 2 hits, so infantry will have to be wise to use it
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EnermaX
- Posts: 146
- Joined: 2009-04-08 19:06
Re: Should the TOW be a deployable asset?
No it isnt, but if we change like in real, the weaker faction will soon be fed up with the mod.Not_able_to_kill wrote:It appears that everything that is unbalanced/overpowered/overkill is taken out of this mod, i want to ask? is a war really SO balanced in real life?
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amazing_retard
- Posts: 376
- Joined: 2008-10-01 03:13
Re: Should the TOW be a deployable asset?
Big maps perhaps, but on maps like Jabal I see major balance issues....
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ledo1222
- Posts: 689
- Joined: 2009-03-16 01:39
Re: Should the TOW be a deployable asset?
i agree we need that tow like instead of aa on some maps its tow 
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Been palying PR:ARMA2 since 0.1v beta

-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....
Been palying PR:ARMA2 since 0.1v beta

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<<SpanishSurfer>>
- Posts: 220
- Joined: 2006-05-13 05:38
Re: Should the TOW be a deployable asset?
A Tow with only 2-3 shots available.....auto reload every 10-15 min...
"Get lost, support your Coast Guard."
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GreedoNeverShot
- Posts: 213
- Joined: 2008-06-16 20:48
Re: Should the TOW be a deployable asset?
If we give it anymore than AA (from AA), AT (from TOW), Unlimited supplies (from crates), Anti-infantry (from HMGs), protection of infantry (from sandbags/ foxhole things), enemy vehicle and personnel obstruction (from Wire and traps), and a spawnpoint, then eventually it will just become an RTS game.
Maybe after this we can add trenches, vehicle garages, artillery emplacements, medical tents, and etc. /sarcasm
They are hard enough to kill now, but give them protection from armor (at they should already have from good placement, inf AT, and traps/wire) and then they will be invincible.
I think there should be a very limited amount if they are put in.
Maybe after this we can add trenches, vehicle garages, artillery emplacements, medical tents, and etc. /sarcasm
They are hard enough to kill now, but give them protection from armor (at they should already have from good placement, inf AT, and traps/wire) and then they will be invincible.
I think there should be a very limited amount if they are put in.
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TheLean
- Posts: 483
- Joined: 2009-03-15 20:26
Re: Should the TOW be a deployable asset?
It could be nice on some maps like kashan but it would totally ruin other maps like Ejod. And all you who says make it a choice between AA or TOW, have you looked at the number of maps withouth air? Maybe you only play muttrah but please think a bit.
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HangMan_
- Posts: 1753
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Re: Should the TOW be a deployable asset?
I disagree when u say it would ruin maps like Ejod. They would just get played differently.
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: Should the TOW be a deployable asset?
I think it s okay. You should be able to decide between a deployable aa or a tow. That means one tow OR aa for the defence of an outpost
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fubar++
- Posts: 248
- Joined: 2007-07-08 17:04
Re: Should the TOW be a deployable asset?
Yes it should be. And not only near to the firebase, I'd say anywhere but near the opposite main base. It's good idea to limit the amount of ammunition, let's say 3 at max. Not sure how the splash damage is set ATM, but if it's there it should be reduced so it would not be powerful against infantry.
It would also be good to see it as mobile asset like they are at FH2 (mortars etc.) but with a long time to set up, as it is IRL. Rest would lay on the skills of the TOW user(s) - would be nice to have a TOW team with a spotter too - how you use the terrain for protection and so on, all the stuff they teach you when you get training as anti-tank infantry.
Edit:
Actually, there could be both TOW within the firebase (1 each FB) and a requestable TOW kit for TOW teams (like sniper teams, let's say 1 TOW kit for each team). But now someone will come and say too much TOW's...
It would also be good to see it as mobile asset like they are at FH2 (mortars etc.) but with a long time to set up, as it is IRL. Rest would lay on the skills of the TOW user(s) - would be nice to have a TOW team with a spotter too - how you use the terrain for protection and so on, all the stuff they teach you when you get training as anti-tank infantry.
Edit:
Actually, there could be both TOW within the firebase (1 each FB) and a requestable TOW kit for TOW teams (like sniper teams, let's say 1 TOW kit for each team). But now someone will come and say too much TOW's...
Last edited by fubar++ on 2009-09-09 10:32, edited 1 time in total.
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Pluizert
- Posts: 146
- Joined: 2007-08-29 15:03
Re: Should the TOW be a deployable asset?
I like to see 3 assets to be build around a firebase as a maximum. So that could be 3 HMG's, or 1 HMG, 1 AA, ! TOW. Add minefields of 10 pieces that can be build and the defense of the fb will be guarenteed...
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K4on
- Retired PR Developer
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Re: Should the TOW be a deployable asset?
I think the deployable TOW should be in the buildradius only as a firebase asset.fubar++ wrote:Yes it should be. And not only near to the firebase, I'd say anywhere but near the opposite main base.
a quite good idea toofubar++ wrote: ... a requestable TOW kit for TOW teams (like sniper teams, let's say 1 TOW kit for each team)..
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HangMan_
- Posts: 1753
- Joined: 2009-06-07 00:58
Re: Should the TOW be a deployable asset?
Hmmm as cool as that sounds, its quite ridiculous realy. We already have a HAT kit. Why add another one?fubar++ wrote: Actually, there could be both TOW within the firebase (1 each FB) and a requestable TOW kit for TOW teams (like sniper teams, let's say 1 TOW kit for each team). But now someone will come and say too much TOW's...
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Jake94
- Posts: 12
- Joined: 2009-09-08 22:42
Re: Should the TOW be a deployable asset?
agreed a TOW on a fob would make a reason for people to acctualy sit back and defend instead of just abandoning it.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Should the TOW be a deployable asset?
thats like having an immoble HAT kit. But better D:
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HangMan_
- Posts: 1753
- Joined: 2009-06-07 00:58
Re: Should the TOW be a deployable asset?
I think it will also help lead to some good FB defense firefights. At the moment they are usually a bit 'build and forget'. If the mortar becomes a deployable asset aswell as the TOW we could have some serious bases on our hands 
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