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25-03-2011, 07:38 PM | Post: #1
NucleAhero 

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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(This post was last modified: 26-03-2011 04:08 PM by NucleAhero.)
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25-03-2011, 07:39 PM | Post: #2
NucleAhero 

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(This post was last modified: 26-03-2011 04:08 PM by NucleAhero.)
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25-03-2011, 07:48 PM | Post: #3
TheOnlyDeluxe. 
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 
to cool to be true but 1+ Big Grin

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25-03-2011, 07:51 PM | Post: #5
Zoom7 
Dual RPGs? Heh...

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25-03-2011, 07:54 PM | Post: #6
niklasvdm 
NO...
Just no :/

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25-03-2011, 07:55 PM | Post: #7
#.minimalistic 
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

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25-03-2011, 07:55 PM | Post: #8
witek23 
i thing no

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25-03-2011, 08:03 PM | Post: #9
Pvt.Travers 
(25-03-2011 07:51 PM)Zoom7 Wrote:  Dual RPGs? Heh...

+1
Eh anyway /sign

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25-03-2011, 10:43 PM | Post: #10
VivaLaNerd 
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 
<.< >.> /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 
(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 
(25-03-2011 11:17 PM)AverageDaniel Wrote:  
(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.
Adding another explosive exacerbates the problem. *Also, they'll be able to double-super-jump with two explosives.*

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26-03-2011, 12:49 AM | Post: #14
AverageDaniel 
(25-03-2011 11:39 PM)Brian4t8 Wrote:  
(25-03-2011 11:17 PM)AverageDaniel Wrote:  
(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.
Adding another explosive exacerbates the problem. *Also, they'll be able to double-super-jump with two explosives.*

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.

-RG-
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26-03-2011, 01:18 AM | Post: #15
Brian4t8 
(26-03-2011 12:49 AM)AverageDaniel Wrote:  
(25-03-2011 11:39 PM)Brian4t8 Wrote:  
(25-03-2011 11:17 PM)AverageDaniel Wrote:  
(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.
Adding another explosive exacerbates the problem. *Also, they'll be able to double-super-jump with two explosives.*

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.

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 
(25-03-2011 10:43 PM)VivaLaNerd Wrote:  And gunners should be able to have TNT, RPG and Grenade Launcher, lol

I guess it will be loads of fun to be in a tank then Smile
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26-03-2011, 03:59 PM | Post: #17
NucleAhero 
(25-03-2011 07:55 PM)SyniCi Wrote:  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.

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 
This sucks for commandoes. Doesn't do anything for them.
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07-04-2011, 03:30 PM | Post: #19
APELINCOLN 
EPIC /sign Big Grin

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07-04-2011, 07:27 PM | Post: #20
Sigden 
Not signed, dual anti-tank anyone?
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