Mines -1 reply

Please wait...

Xenomorph Advanced Member

Validating my existance

50 XP

8th July 2002

0 Uploads

2,636 Posts

0 Threads

#31 15 years ago

If the panzerfaust is given the proper trajectory (Panzerfaut 30 actually travels 30 meters, not 6), that would eleviate some of your afformentioned problems.




Hail of Nails

I want to be like Revenge

50 XP

13th June 2004

0 Uploads

376 Posts

0 Threads

#32 15 years ago

I didn't say anything about the trajectory. Unless the tank does the work for you, it's difficult to aim at the proper spot to destroy some tanks without running around, which destroys aim, which makes you have to re-aim, which gives the tank ample time to either roll away or shoot at you, should it spot you.




yuiop

Snowden's Secret

50 XP

23rd May 2003

0 Uploads

3,752 Posts

0 Threads

#33 15 years ago

I think the engy needs to have mines in his inventory to be able to pick them up so taking his mines away wouldn't work. Are anti-personal mines possible at all? I'd like to see ap minefields. However, I don't ever want ap mines to be an inventory item for any class. DC used to have them (via the parallel worlds dev) a long time ago and people would lay them on stairs and spawnpoints and other such ridiculous places.




Loff

I art god.

50 XP

16th December 2003

0 Uploads

238 Posts

0 Threads

#34 15 years ago

I would think it cool if bombs/shells actually affected mines, so that they blew up. It could be a tactic to shell a minefield to hell, then cross over. Bangalors (sp?) could clear out mine fields... Now mines are basically invincible




[tR]Mad Mac

Aerospace Engineering FTW!

50 XP

19th May 2004

0 Uploads

1,242 Posts

0 Threads

#35 15 years ago

Why cant the engineers AND antitank classes both have mines? Its not like the maps would be flooded with them at 4 a piece. And even if they did, its not out of the realm of realism; battles werent fought with a dozen or so mines to a side.




plee

aka [A47]Paul Lehmann

50 XP

8th June 2004

0 Uploads

50 Posts

0 Threads

#36 15 years ago
Hail of NailsThe AT Classes, with the exception of the Panzerfaust and K98 combo found on some maps, are, in my opinion, the least useful classes. While I do have the giant AT weapon, that may very well save my team's butts against an incoming Panzer, too often do I lie in wait only to be shot and killed by a rifleman, before I even have the chance to fire upon the tank. And even when I get a shot off, I have to hit a sweet spot on the tank to destroy it. This is often hard, and with the rigors of actually aiming the thing, coupled with tanks nasty tendency to move about and fire their guns. And if the tank is not destroyed by the initial barrage it can usually find me, or speed on its way before I have the chance to fire again. This being said, I think the AT class is very useless at doing what it was designed for, killing tanks, in addition to being useless in areas it wasn't meant for to begin with. Giving the AT class mines might be a good solution to this problem. I'm not sure of the historical accuracy, but it would enable an AT to lay down a set of mines, and hide in wait with his AT weapon ready, and when the tank trips the mines, fire the AT, and boom, one less tank.

I agree that the AT class should be ramped up a little. Giving him mines could help, and first and foremost the fausts, schrecks & zookas must the improved, rangewise. Funny thing is, while the three mentioned are rocketpropelled, their range is a joke compared to the spring-operated PIAT... Of course noone wants to make the AT-Class a uber-tankkiller, that's what the own tanks are for... but make playing this class a little bit more interesting and fun, please!