Then who is going to disarm the mines? Or does the engineer get a special knife for that? Satchels have made the tankers to be more cautious which is good. If I drive a tank I won't drive around where there in no friendly infantry.
Give engineer back his mines. It's certainly more realistic for an engineer to deploy them than for a machinegunner... Besides, if they are limited to a few pick up kits you end up never having the mines where you need them.
didn't people used to run up to tanks in FH and throw a mine on it like a kamakazie and kill both himself and the tanker? or was that only in vanilla?
I would also like to see mines returned to the engineer class, mines are the only weapons left since there is no expack anymore to defend a loaction.
Now that they are invisible caution is needed that mines will not be abused, but then again mines in FH aren't extremely lethal......they only damage a tank somewhat, discouraging it to move foreward.
I don't think mines to the engineer will produce exploit behaviour.
I haven't noticed any fewer tank deaths for myself than in 0.61. The main difference is that instead of all my deaths to infantry being expacks, now about half are satchels, half rocket launchers. I do think the satchels are a little more survivable than expacks. If you hear it hit, you have time to move away.
Just 1 or 2 please. Take the wrench if you must.
no mines, unless it's a sapper class with satchels, a pistol or carbine and 1 or 2 mines.
Waw is going to suck then.
We indeed need mines at WaW... And what comes to the mines I wouldn't mind seeing more mine deployer vehicles for both Allies and Axis...
There is a mine deplyer on some desert maps like El Alamein.
But thats about it. Otherwise mines are a very rare feature in 0.65.
I say screw the Engineer and make him a Pioneer/Sapper with:
-Knife that can disarm mines -Shotgun or Carabine rifle -2 Satchels -3 Mines
The driver should remain the only class with a wrench and repalce the uselss Officer on most maps...