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Old February 23rd, 2004   #21
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Default Re: Mines

Quote:
Originally Posted by MeanMrMustard
What is there to not understand? The Russians are attacking, the Germans are fighting them.. seems ok in my book, a bit strange perhaps with the laughing and the children singing, but nothing too taxing... Its definitely a very anti-war film, but still has some superb battle scenes, especially the first Russian attack (where Steiner gets injured), with the handheld cameras and suchlike. Considering this was made in the 70s, 20 odd years before everyone made such a fuss about the handheld camerawork in SPR, I think its pretty good. Also turns a few stereotypes on its head, eg the anti war guy (Steiner) isnt some cowering idiot who cant fire a gun, he's the best soldier in the platoon etc. Plus the character development of Steiner's platoon is very good, really get a sense of comradeship, and feel their pain when they die. And finally Steiner's descent into insanity is well put across, and deeply disturbing.
I havent sat down to watch Bridge At Remagen, but I have a feeling I've seen bits of it, and cant say that it has really stuck out in my mind as anything special.
Harry
Yeah, those kids really fucks up that movie. Only seen it once so i maybe give it another chance someday.

The Bridge At Remagen isn't that good if you compare it to more modern movies as Das Boot, A Bridge To Far or Stalingrad.


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Old February 23rd, 2004   #22
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Default Re: Mines

If mines are gonna last until their detonated I at least want a mine laying action where you'd be prone, undo the lower plug remove the blasting cap put the lower plug back undo the upper plug insert the blasting cap, and then slowly screw in the detenator rod(if the mines then had detenator rods).

It's be slow but one dedicated engineer with with an APC for ammo could close off bridges to all but infantry or deny areas of manuever, it'd be even more effective with group of engineers (true with everything though).

Also with permanent mines you could channel enemy vehicles into "kill zones".

Also it'd stop the mad engineer charging vehicles and chucking mines at them.

Last edited by Schpetzka; February 23rd, 2004 at 04:31 PM.
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Old March 19th, 2004   #23
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Default Re: Mines

Well don't go whining about raising the dead, I used 'search' for a suggestion about mines.

-Mines should be invisible, except on stone bridges and repairpads and the like.
-Mines of your own team should be visible on the minimap.
-Mines should take a few seconds to deploy. I hate frisbee's that look like mines. Maybe a cool digging soundsample during this time.

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Old March 19th, 2004   #24
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Default Re: Mines

How about implementing magnetic mines? The germans used them to close assault tanks and they worked pretty good. Would be cool to have something else than just panzerfausts for infantry. The fact of the matter is that magnetic mines were much more frequently issued to infantry that panzerfausts.

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Clothes don't make no difference at all, we are workers and fighters all. My uniform's my dirty overalls."

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Old March 19th, 2004   #25
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Default Re: Mines

Great plan, but the regular mines need some serious work first. They are evil vanilla frisbees!

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Old March 19th, 2004   #26
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Default Re: Mines

Would AP mines really suck that bad? Come on, DC is DC, this is FH. Not that that makes much difference at all...
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Old March 20th, 2004   #27
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Default Re: Mines

Heh.. magnetic mines would rock.. But you would have to make it so German tanks with zimmerit on them couldent get any stuck on them..

A link of info if anyone wanted...
http://www.panzerworld.net/zimmerit.html

(Heh.. Just thinking.. I wouldent mind seeing some german S-mines.. shoot up from the ground and rip a few allied soldiers in half.. Wouldent that be fun to animate ) But It doesnt seem practical..

Last edited by TheWharGoul; March 20th, 2004 at 04:21 AM.
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Old March 20th, 2004   #28
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Default Re: Mines

Most people don“t recognise that you can actually disarm mines with the wrench. With that in mind, you couls really make mines stay permanently (lets say up to 8/ engineer).

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Old March 20th, 2004   #29
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Default Re: Mines

Talk about promoting Base Camping.. I agree.



Quote:
Originally Posted by Uncle_Sam
Well, if they did. Then there would be around 700 mines all over the map by the rounds end.

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Old March 21st, 2004   #30
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Default Re: Mines

Quote:
Originally Posted by VioLAtoR[xL]
Well don't go whining about raising the dead, I used 'search' for a suggestion about mines.

-Mines should be invisible, except on stone bridges and repairpads and the like.
-Mines of your own team should be visible on the minimap.
-Mines should take a few seconds to deploy. I hate frisbee's that look like mines. Maybe a cool digging soundsample during this time.
No you evil tankers want to take my frisbees away, damn you people!!!

Mines are too weak in FH.



Thanks for the great sig Braun!

Last edited by Eglaerinion; March 21st, 2004 at 04:16 AM.
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