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Anti Mech Mines?


45 replies to this topic

Poll: Anti Mech Mines (74 member(s) have cast votes)

good to include?

  1. Yes (51 votes [68.92%])

    Percentage of vote: 68.92%

  2. No (23 votes [31.08%])

    Percentage of vote: 31.08%

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#41 Johnny Z

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Posted 21 July 2016 - 08:30 PM

Always hoped mines would be added along with a support role like scout tank or mine layer like Mech Commander had.

#42 Hotthedd

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Posted 22 July 2016 - 05:48 AM

100% against having them as a consumable.

Mines are made of matter, and as such, they have weight and take up space.

#43 Seddrik

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Posted 22 July 2016 - 08:15 AM

No. This game thrives on player vs player (team vs team really) interaction. The more you take away from that...

#44 Moonlight Grimoire

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Posted 24 July 2016 - 03:38 PM

Give us Arrow IV deployable minefield consumables, more useful than arty strikes atm. Give us mech deployable mines too, give lights the ability to drop them off on a run past mechs so when the enemy team retreats they take damage, suddenly tactics, woo! Also giving us other mech deployable devices and attach rewards to them.

#45 Vlad Striker

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Posted 26 July 2016 - 12:48 PM

My suggestion was:
http://mwomercs.com/...sumable-module/

#46 Vlad Striker

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Posted 04 August 2016 - 11:25 AM

Well, it can be consumable like arti strike. Some remote artillery can shoot cluster ammo to designated point on the same conditions - 30 microlandmines 10 meters radius with friend or foe capability.





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