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Author Topic: PE Munition HT is WTF  (Read 4411 times)
0 Members and 6 Guests are viewing this topic.
Fox comopany Offline
EIR Regular
Posts: 16



« on: October 26, 2010, 06:20:32 pm »

it is no balance ...

so craziest.

it can spread mine large area..

but it can buy just 2 Command Point. 90 Munition.

it need fixed.

it realy need consum Munition over 200Mu

i realy hope so fix it.

it is so abuse allied user.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #1 on: October 26, 2010, 06:22:17 pm »

it is

WTF

and

ROFL

but yeah,

useless.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #2 on: October 26, 2010, 06:22:37 pm »

T2 Minefield < 90 mp 10 Munitions 0 Pool Non doctrinal Minesweeper
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Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #3 on: October 26, 2010, 06:24:18 pm »

T2 Minefield < 90 mp 10 Munitions 0 Pool Non doctrinal Minesweeper

Or you

just drive

a vehicle

trough the minefield.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #4 on: October 26, 2010, 06:26:08 pm »

and then your vehicle is cripplingly slow and dies to a single marder
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bayarea510 Offline
EIR Veteran
Posts: 338


« Reply #5 on: October 26, 2010, 06:47:29 pm »

Don't you think it buffs inf a little too much?
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #6 on: October 26, 2010, 06:56:53 pm »

Use jeeps, get like 5 in your start and ZOOOM
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #7 on: October 26, 2010, 07:06:47 pm »

Use nature's minesweepers like they were meant to be - riflemen!
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #8 on: October 26, 2010, 08:51:26 pm »

Ill bet you played those bastards that spam 20 saturation minefield HT starts.

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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #9 on: October 26, 2010, 10:51:22 pm »

T2 Minefield < 90 mp 10 Munitions 0 Pool Non doctrinal Minesweeper

this would work, if the fire mines don't go off before you can sweep them
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #10 on: October 26, 2010, 10:52:39 pm »

Just Mortar barrage the area
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #11 on: October 26, 2010, 10:55:44 pm »

Or get a buddy with a Calli and just clear it all at once...
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #12 on: October 26, 2010, 11:46:30 pm »

T2 Minefield < 80 mp 10 Munitions 0 Pool Non doctrinal Minesweeper

Fix'd
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #13 on: October 27, 2010, 08:20:48 am »

or you just get some intel about somebody who spams about 5 or 6 of these HT in his opening callin, you just drive 3 M8s and take them out before he even lays the mines.. lololol..

honestly, we have such a small community here, you after a bit will know who does it, and just rush him when he brings them out so he cant lay them..
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RoyalHants Offline
EIR Veteran
Posts: 2109



« Reply #14 on: October 27, 2010, 08:31:40 am »

Its a painful tactic to recieve and isnt easily counterd i would advise trying to remmeber who spams this and when you face them again put about 3/4 minesweppers in there relitivley cheap but they are weak they can see mines from a distance to stay back dont rush into the minefield and clear the minefield slowly you just need to change your company before the battle  Wink Wink Wink
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #15 on: October 27, 2010, 08:34:01 am »

Problem is entirely related to anti-mine measures on VEHICLES not dealing with them properly. This will likely be fixed once Bob or Firesparks realize the problem.

However there is a faint semblance of a possible problem here. Tank anti-mine measures deal with them through blowing them up, but not taking damage and criticals in the process. The slow mines perhaps do not confer their effect in the same way.

I do see arguements for why slow mines should still ignore with tank anti-mine upgrades. It's a very specific effect you aim for and not using the dedicated 1 pop squad is sort of inexcusable.

Remember kids there's never a excuse for running a company with poor utility options.
« Last Edit: October 27, 2010, 08:37:23 am by Smokaz » Logged

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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #16 on: October 27, 2010, 09:06:22 am »

But the utility options you do run should not be ignored either.

Sherman mine flails are 30ish munis a pop and they do not detonate slow mines without conveying negative effects to the tank.

Sometimes having that one engie minesweeper is not cost effective for the amount of pool you have left.

If this is the case then the alternative mine clearing options should still be viable.

http://www.xfire.com/video/395459/
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Tymathee Offline
Donator
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Posts: 9741



« Reply #17 on: October 27, 2010, 04:29:00 pm »

i think that happens because of the blast radius of slow mines, it can actually slow 2-3 vehicles that aren't even next to each other. I get the same issue when playing the red ball express mission on vcoh, i set out my mine flail and still get engine dmg.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #18 on: October 27, 2010, 04:35:58 pm »

That should rly be fixed anyways.

Seems silly that a disabling mine has the AoE to effect multiple vehicles.
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3rdCondor Offline
Donator
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Posts: 1536


« Reply #19 on: October 27, 2010, 04:38:21 pm »

Also I didn't know that crab mine flails apparently don't destroy those mines. I ran over several with the flail fully activated and facing the mines, it still slowed the tank.
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