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This Is My Weapon


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#61 Creedious

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Posted 05 March 2012 - 05:31 PM

Lol I can't even decide if I want them in the game anymore.

#62 Maurice

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Posted 09 March 2012 - 07:29 PM

Yes Infantry and in sqards armed well so as to take down one mid mech at a time if they live

#63 Achmed the Dead Terrorist

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Posted 12 March 2012 - 02:31 AM

EDIT: Though I appreciate Jeff Dunham & Comedy

- Your post is rife with insinuations. Which Violate the COC on many topics.

Welcome to MWO, but use a little more discernment, before posting next time.

Consider this a mild warning. = ) Thank you

Edited by Metro, 13 March 2012 - 04:03 AM.
See Edited post.


#64 Seabear

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Posted 13 March 2012 - 09:21 AM

The Colt 1911 carries a total of 8 roundds, not 14. I know. I sold them for three years. There is a Canadian double stack 1911 (Para) that carries 14 .45 ACP though. Actually has a nice feel. Great gun which I would expect to see in the BT universe.

Infantry has a place in the BT/MW universe but due to integration problems, I don't see how they can be effectively used as a playable force. I would love to have NPC infantry that could interact with the mech lances/companies in combat. Same for vehicles. I really do not like fly boys and would not like to see them as moree than a seldom (?) used call in. I do know what an A10 can do to the best tank and can imagine what a properly equipped and flown AS asset could do to a mech. Those are best left as non playable items!

#65 Uncle Totty

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Posted 25 March 2012 - 08:37 PM

View PostSeabear, on 13 March 2012 - 09:21 AM, said:

The Colt 1911 carries a total of 8 roundds, not 14... There is a Canadian double stack 1911 (Para) that carries 14 .45 ACP though.


1. Stop saying it can't do it, then go on to saying it can.

2. I'm talking about a custom made 1911.





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