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[Features] 2 Explosive Weapons! |
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25-03-2011, 07:38 PM |
Post: #1
NucleAhero
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2 Explosive Weapons in the Equipment Bar! The new Grenade Launcher is fun to play with but it is not a replacement for the RPG or the Grenade Bomb. I suggest that 2 explosive weapons will be allowed to be equiped ingame. 3 limit weapons will remain, only you can choose instead of 2 regular fire weapons and 1 explosive weapon like you can equip today, you will be able to equip 1 regular weapon and 2 explosives. Why is it good? because it will allow more combos and playstyles. It will add more fun to the game and won't harm the balance of the game. |
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25-03-2011, 07:39 PM |
Post: #2
NucleAhero
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Additional Suggestions:
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25-03-2011, 07:48 PM |
Post: #3
TheOnlyDeluxe.
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I'm not a fan of nadelaunchers, but It seems to be a good idea,
because they are still just 3 weapon slots. So /sign. ![]() ______________________________________________________________________
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25-03-2011, 07:49 PM |
Post: #4
Mosar
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to cool to be true but 1+
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25-03-2011, 07:51 PM |
Post: #5
Zoom7
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Dual RPGs? Heh...
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25-03-2011, 07:54 PM |
Post: #6
niklasvdm
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NO...
Just no :/ |
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25-03-2011, 07:55 PM |
Post: #7
#.minimalistic
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3 weapon slots? Would fail for soldier or? I need my LR Pistol.. D:
But no SMG sucks too. Wouldn't be op but for me useless. /sign ![]() Walter White - Never give up control. Live life on your own terms. Every life comes with a death sentence. |
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25-03-2011, 07:55 PM |
Post: #8
witek23
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i thing no
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25-03-2011, 08:03 PM |
Post: #9
Pvt.Travers
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25-03-2011, 10:43 PM |
Post: #10
VivaLaNerd
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And gunners should be able to have TNT, RPG and Grenade Launcher, lol
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25-03-2011, 10:49 PM |
Post: #11
Brian4t8
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<.< >.> /Anti-sign
Two explosives would be overkill, especially if you let gunners have an RPG, a Grenade Launcher, and their Cheesers/Backscratchers. They have two anti-infantry weapons now (GL and SR MG) and an anti-tank explosive (RPG/TNT). This will effectively make the gunner the most overly-overpowered class in BFH. As for Soldiers and Commandos, TNT/Grenade and GL. . . And what does that get you? What we need is more anti-tank weaponry before we start making changes to the weapons-setup for how it is used in-game. |
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25-03-2011, 11:17 PM |
Post: #12
AverageDaniel
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(25-03-2011 10:49 PM)Brian4t8 Wrote: especially if you let gunners have an RPG, a Grenade Launcher, and their Cheesers/Backscratchers. They have two anti-infantry weapons now (GL and SR MG) and an anti-tank explosive (RPG/TNT). This will effectively make the gunner the most overly-overpowered class in BFH. Yeah, because a gunner with one explosive and two MG's definitely don't have two anti-infantry weapons. Geegee, IQ. |
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25-03-2011, 11:39 PM |
Post: #13
Brian4t8
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(25-03-2011 11:17 PM)AverageDaniel Wrote:Adding another explosive exacerbates the problem. *Also, they'll be able to double-super-jump with two explosives.*(25-03-2011 10:49 PM)Brian4t8 Wrote: especially if you let gunners have an RPG, a Grenade Launcher, and their Cheesers/Backscratchers. They have two anti-infantry weapons now (GL and SR MG) and an anti-tank explosive (RPG/TNT). This will effectively make the gunner the most overly-overpowered class in BFH. |
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26-03-2011, 12:49 AM |
Post: #14
AverageDaniel
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(25-03-2011 11:39 PM)Brian4t8 Wrote:(25-03-2011 11:17 PM)AverageDaniel Wrote:Adding another explosive exacerbates the problem. *Also, they'll be able to double-super-jump with two explosives.*(25-03-2011 10:49 PM)Brian4t8 Wrote: especially if you let gunners have an RPG, a Grenade Launcher, and their Cheesers/Backscratchers. They have two anti-infantry weapons now (GL and SR MG) and an anti-tank explosive (RPG/TNT). This will effectively make the gunner the most overly-overpowered class in BFH. I have no idea what exacerbates means, and the jumping part.. I don't see how it would be imbalanced at all. It's not like you can't already reach pretty much all good camping spots with either TT or RPG anyways. On a sidenote; Your sig is amazing. |
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26-03-2011, 01:18 AM |
Post: #15
Brian4t8
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(26-03-2011 12:49 AM)AverageDaniel Wrote:(25-03-2011 11:39 PM)Brian4t8 Wrote:(25-03-2011 11:17 PM)AverageDaniel Wrote:Adding another explosive exacerbates the problem. *Also, they'll be able to double-super-jump with two explosives.*(25-03-2011 10:49 PM)Brian4t8 Wrote: especially if you let gunners have an RPG, a Grenade Launcher, and their Cheesers/Backscratchers. They have two anti-infantry weapons now (GL and SR MG) and an anti-tank explosive (RPG/TNT). This will effectively make the gunner the most overly-overpowered class in BFH. Exacerbate: Traditionally, it means to make the current and continuing situation worse. Another way of putting that is to say: Adding another explosive to the Gunner's current equip ability such that they will have two explosives which can be equipped at any given time, unlike an ability which has a cooldown, makes the problem worse. They will now have the capability of tackling infantry and vehicles at the same time to a greater degree than they had before. *And I don't count the keg as an explosive to the same degree as the new Grenade Launcher, RPG, or purchasable explosives such as the grenade.* TT's allow for super-jumping, yes, but they have a cooldown and I don't consider them explosives in the traditional sense. These are abilities. *Thanks, took me a tiny while to get it done (Signature).* |
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26-03-2011, 02:07 AM |
Post: #16
Cromatox
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26-03-2011, 03:59 PM |
Post: #17
NucleAhero
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(25-03-2011 07:55 PM)SyniCi Wrote: 3 weapon slots? Would fail for soldier or? I need my LR Pistol.. D: 3 weapons slots is what we have today, this limit will remain only you can equip 2 explosive weapons instead of 1 if you choose to. I know many soldiers who like the new Grenade Launcher but they don't want to quit using the Grenade Bomb. (25-03-2011 10:43 PM)VivaLaNerd Wrote: And gunners should be able to have TNT, RPG and Grenade Launcher, lol Thats 3 explosives, i said 2. (25-03-2011 11:39 PM)Brian4t8 Wrote: Adding another explosive exacerbates the problem. *Also, they'll be able to double-super-jump with two explosives.* Being able to jump higher never gave an advantage to any class, see the Rocket Fuel. The GL is not a strong weapon. It does 12-14 damage per grenade to infantry, which is the same damage a gunner can do with the LR MG, and even less damage to vehicles. |
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07-04-2011, 01:59 AM |
Post: #18
Skymeran
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This sucks for commandoes. Doesn't do anything for them.
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07-04-2011, 03:30 PM |
Post: #19
APELINCOLN
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EPIC /sign
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07-04-2011, 07:27 PM |
Post: #20
Sigden
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Not signed, dual anti-tank anyone?
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