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ex pack I dunno if this has ever been brouth up be4, hope it dint but i think the expack should be different. I think it should take like 5 or 6 seconds befaure putting it to the ground, and to have less then 4. Its to easy just to trow 1 on a sherman and blow it up, or to put one on the ground, run away and to ruin a close combat fight. |
Re: ex pack AFAIK, they are replacing it with timed satchel-charges |
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Re: ex pack Do people even pay attention at all?!?!?!?!? EXPacks are already gone . . . NO MORE!!! . . . . removed! 0.62 they are replaced with sachel charges that have a 5 second fuse, mines are going to do more damage and they will also be hard to see! If you would casually glance through the forum or even . . . use the . . . . . (gonna say it) . . . . . use the search function. Then maybe we wouldn't have the same thread opened like a thousand times. New ideas, or no ideas. |
Re: ex pack Yes, expacks are being replaced with timed satchel charges. And I must say, they are quite nasty to anything smaller then a panther, though they do give the tanker a chance to escape (if you hear a charge hitting the tank, get out and RUN) |
Re: ex pack Just a question for you, McGibs: Will you be able to "disarm" the satchel charges with a wrench? (Assuming you're fast enough.) |
Re: ex pack Well, if satchels don't do fatal damage panthers or larger, and landmines are no longer "frisbees of death", I sure hope that handheld AT weapons are increased in damage to deal with them. And the aimbug fixed :) Sorry, had to say it. |
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Re: ex pack Well, I don't mean they should be a lot better, but inf DO need SOME WAY of taking them out. Look at the % of tanks that are taken out by Expacks now? Minus that, and you have some serious tank rapeage. You can't always rely on friendly tanks being nearby to help. Plus, the only way AT "devistate tanks" right now, is by horribly abusing the aimbug. If that stays ingame, they'll be fine (ugh) but if that's fixed, AT will be MUCH harder to use effectively, unless tweaked in many areas, IE. range, damage, firing time. Whenever you see a tank roll into a base to take it, 99% of the time what do you see kill it? An expack. Nobody bothers to mine bases, and aside from me and a couple people I see, nobody sits in a base with a zooka/schreck waiting for a tank. PLUS on most maps, there is almost nil for emplaced AT defenses, so all the work is on the shoulders of tanks, and inf. If your teams tanks are destroyed or distracted, should all the inf defending against enemy tanks instantly be forfeit? You may say yes, that's realistic, or no, not at all, but I think somewhere in the middle is more appropriate. We all have our own opinions, but mine is NOT that inf should own tanks, just keep the gameplay and balance in mind. Please don't classify me as "Everyone" :( |
Re: ex pack sry for classifying you as everyone. I have just seen this topic brought up alot. The sachel charges will be effective vs. tanks. Plus McGibs stated that the mines will be harder to see (just a small presure plate will be visible) and will do more damage. No expacks will just change Inf vs. tank tactics it will not make tanks unstoppable. Edit: also *hint to Devs* if they made rolling artie (like bf1918) then AT positions would be much more dynamic and effective |
Re: ex pack The satchels will be effective, but not NEARLY as effective as Dets (which is a good thing). And it's great that mines are improved. It will change things for sure, I'm just unsure of how much. I'm afraid a LOT. It will force people to play differently, and that's something that's hard to get across on pub servers. |
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I still love the "What's wrong with the parachutes!!!" complaint on pubs or "The towed artie is fubar!!!" hehehe, pubs . . . *sighs again* |
Re: ex pack Ahh well, that's what WaW is for. :) |
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