yea im for having them back i miss them especially on Fall-Weiss map i used to love mining those bridges , for me they where totally different to the new Satchel Charges ( which i do like btw ) and shouldnt be compared , anyway Bring back the Mines - ARTHUR SCARGILL ARE YOU LISTENING !!!!!! ;)
The 13th RaptorI pick a kit for a reason, i want to know what i am going to fight with. if i ever get issued a smg instead of a rifle.. :mad:
Well, I didn't mean THAT kind of random kits:nodding: Let's say you pick a rifle in a 1944 map. You are playing Russian - so the choices are SVT40 and the Mosin. As the Mosin was more common, the chance of getting a Mosin is 3/4 - in other cases you'll get an SVT40. The same thing can be done to (almost!!) any class, like russian AT --> AT rifle 3/4 or lend-lease zook 1/4. Of course it would be kinda stupid to pick a rifle and get an SMG...this would be a little to extreme IMHO:rolleyes:
D-FensThe way I see it, the engineer is compromised of three classes; Mechanic, Engineer/Pioneer and Sapper. How about separting them? Mechanic --> Crew class. replaces (Tank commander) unlimited. 1. Knife 2. Smg (2 mags) 3. Wrench. 4. Binocs.. Sapper (similar to current spec ops pick up kit), should be limited to 2-3 in a 32 player team. 1. shovel 2. rifle or smg 3. satchels Engineer/Pioneer/country specific name, limited 5-6 in a 32 player team. 1. shovel 2. carbine or pistol 3. mines 4. extra ; lay barbedwire or place 1 ammobox (limited ammo) or other 5. remove mine ability but no repair. just some suggestions
Seems like there's a tankhunter class exactly like the proposed sapper:nodding:
I am glad the mines are not in most maps anymore. All i used too see when playing on line was noobs running around tanks throwing mines everywhere. Not very realistic lol (sarcasm). Just think about it for a minute, infantry running up to tanks and planting mines in the ground. (yeah right) and how long do you think it took to set mines? Only players with no or little skill will miss these greatly from the game.
Do you have any idea how much a Teller mine weighs, or any AT mine for that matter? No solider could carry 4 of them, plus a rifle and ammo. An engineer should get one mine, thats it.
If they only get one they should be made more effective then. And is it possible to add a small deploying time for mines? And make it so that they can only be deployed from crouch and prone positions?
Dude, no. Far LESS effective. An AT mine could never totally destroy a tank, unless its anything around Crusader/Panzer2 weight. It would knock the treads off, but there is no way to blow up a tank with one. If you could make it so the bug in which the mine becomes a motion sensitive xpack is removed, and make it so it only disables tanks, then it should be put back in.
I am glad to see the mines go. They were used unrealistically... throwing mines on top of tanks is bs. Anyway it took a lot of time and coordination in real life to lay mines. One would not carry them all the time and throw them out on the ground. They would be transported to the site probably in a vehicle and placed with a detqailed chart, so friendlies wound know where they were, and so they could be recovered later. They were also buried. Mines are used for a preplanned defence, not haphazardly thrown about on freshly conquered territory. Not too mention the fact that as usma poited out anti tank mines are heavy as hell. If a combat engineer carried one, in his small ww2 rucksack, he probably could only fit one in his rucksack, and it was heavy. This should be about realism, not protectionism of your favorite in game tank killing technique from the vanilla game.