it would destroy the balance, if every engineer had anti tank and anti air capability simultaneously there would be no more gunships
The saaw should work like pk rockets
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Then some would be wrong.Originally posted by Quemical View PostSome would say the motion mines are gonna be almost useless now. Because the zeller, defuser, mine bait and now the clark rdx can get rid of them.
These tools are only relevant if your mines are visible, in which case they were very unlikely to get you any kills anyway.
The great thing about MM compare to the old BF2 mines is that they are homing, so you can hide them behind various obstacles and corners.
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Exactly, don't put them out in the open and don't put them right by a flag/silo. If you place them a little ways away on the approach routes behind some boxes or something you still get kills with them.Originally posted by Vreki View PostThen some would be wrong.
These tools are only relevant if your mines are visible, in which case they were very unlikely to get you any kills anyway.
The great thing about MM compare to the old BF2 mines is that they are homing, so you can hide them behind various obstacles and corners.
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Make the SAWW like the PK rockets and u'll have a weapon that u dont need to aim, auto kills gunships in one hit even though it doesnt actuallly hit them, and requires no skill to use!!
Though I'm with you that Engineers need buffing. Although saying that, I'm the only person on pretty much all servers that plays Engineers coz everyone else spams the Medic/PK Rocket/Voss uber point spam combo just to get easy points so when people call for repair or walker destruction I get more of a buzz from been the hero to fly in and save the day! Ok I dont finish with as much points because lets face it we dont get our deserved points for our hard effort taking down those nigh on indestructible walkers compared to a medic clicking a button and auto-ressing someone for a point or dumping a heal crate, legging it and auto-gain points for doing nothing, but we are the better people for doing so. :yay:
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actually, i do not think it uses the mitchell or sudnik. but it does look extremely similar to the mitchell. (probably because "mitchell" appears to be the manufacturer for both. the sudnik is a different breed).Originally posted by Quemical View PostI was just thinking on how the saaw is the only unlockable weapon that is not a weapon by itself because it still uses the mitchel and sudnik so shouldnt it work as an add on like the pk rockets?
check them out at the bottom of this link:
i use the saaw's often. they work fine against most pilots.... but they can barely ever hit excellent pilots.
a slightly.... very slightly faster flight speed would do the trick. also, being able to keep locked-on gunship even if the solo pilots jumps to the 2nd seat in attempts to get the rockets to stop locking on.
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It SHOULD NOT work VS expert pilots... Thats like saying that they need to improve the Baur Clip to make it useful vs the Expert Vossers (No offense intended toward Baur users and/or Voss Users!). If they are an expert pilot, than they deserve to stay in the air :nod:Originally posted by Biotech2142 View PostSAAW is ok as is. It just needs a tiny little bit of increased travel speed to make it useful against expert pilots.
I had this idea a few days ago actually... Make another add-on too: TV Guided Missiles! All you would have to do to the SAAW is decrease the clip size a bit and you are good to go.
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What you are advocating here are BF2. Planes with no counterOriginally posted by Fingulfin View PostIt SHOULD NOT work VS expert pilots... Thats like saying that they need to improve the Baur Clip to make it useful vs the Expert Vossers (No offense intended toward Baur users and/or Voss Users!). If they are an expert pilot, than they deserve to stay in the air :nod:
"Expert" pilots should have a better chance of surviving due to their skill, but they should absolutely not be invincible.
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Actually what I like doing is this, putting ONE motion mine and ONE EMP mine down to work as area denial.... like on Camp G for instance.... then I hide more to the sides around corners and objects just slightly further then where my first mine was.... that way if they somehow defuse the first mine, the hidden ones will usually get them after they get back in their vehicles to continue. With walkers/tank/apcs its not an issue, the hidden ones will get them even if you don't put down one out in the open... but with FAVs, you HAVE to have one in thier direct path or they'll just blow by the ones around corners so fast they can't track them. Even with an EMP there I've noticed that there are times they are going so fast that the EMP doesn't even stop them in time for the hidden ones to track. So that one setup to stop them from doing that will either kill them, or force them to get out and defuse it... then when they get back in (even in thier FAV) they aren't going fast enouph by the time they move slightly further down the path and those hidden ones actually GET them.Originally posted by Skates View PostExactly, don't put them out in the open and don't put them right by a flag/silo. If you place them a little ways away on the approach routes behind some boxes or something you still get kills with them.
Try it, it works wonders. :)
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They should do that, but in order to change you would have to get the anti vehicle magazine out first and put in the anti air mag in instead. And give engies less anti vehicle rounds if they decide to carry anti air rounds.
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It sounds like you guys want a "sure thing kill" with the SAAW. Please! If it where a sure thing then what chance would any gunship have? Just because you have a SAAW doesn't mean you should definately get a kill. And, btw, I've killed MANY good pilots with it. Its all how you set up the lock on them... if you can keep line of sight on them (you DO HAVE TO MAINTAIN YOUR LOCK TILL THEY GET HIT).... then you can hit them. A good gunship pilot will pop his shields, but they have a long recharge, so either just lock him and wait, or just fire ONE saaw missle at first..... to get him to waste his sheild. With any luck, if you already used the first missle, the 2nd one will kill him if he's hurt already. The SAAW missles do more then half damage to a gunship.... and can kill a wounded gunship EASY. But if they are at full armor, it WILL take both missles. This is coming from a pretty decent gunship pilot as well btw. So I know what works.Originally posted by Bardo View Postactually, i do not think it uses the mitchell or sudnik. but it does look extremely similar to the mitchell. (probably because "mitchell" appears to be the manufacturer for both. the sudnik is a different breed).
check them out at the bottom of this link:
i use the saaw's often. they work fine against most pilots.... but they can barely ever hit excellent pilots.
a slightly.... very slightly faster flight speed would do the trick. also, being able to keep locked-on gunship even if the solo pilots jumps to the 2nd seat in attempts to get the rockets to stop locking on.
I'd say if they catch on to what your doing, and they start flying super low so you can't keep a solid lock on them long enouph, fake them out. Go near a AA turret.... but don't use the turret. Lock them and make them think they are being locked by the turret....(you can't tell what's locking you, just that your locked).... sometimes if they think a walker or AA turret is locking them, they go really high where the EMP missles can't make them crash.... also if a good pilot thinks it's definately an EMP missle, he won't bother with sheilds as they do nothing against EMPs... so then that's your chance.... use your SAAW on them when they go for the air.... and if they don't realize in time that it's a SAAW locking them, POW.... dead gunship.
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