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UP_Hawxxeye
3 years agoLegend
@kregora the issue of the OP seems to be that the angel changes for the spawn beacon also affected the mines
kregora
3 years agoSeasoned Ace
@UP_Hawxxeye And C5. And in my opinion this is okay. I think it was bad design in the first place that Angel could place a spawn beacon for their squads spawn, place some mines and c5 and wait for vehicles to come along.
So this "nerf" makes a lot of sense.
The only consistency with BF2042 is its inconsistency. Sometimes it feels like every time I log in, the rules of the game have changed again.
With the constant changes it feels like an early access stage of the game, one year after planned launch.
So this "nerf" makes a lot of sense.
The only consistency with BF2042 is its inconsistency. Sometimes it feels like every time I log in, the rules of the game have changed again.
With the constant changes it feels like an early access stage of the game, one year after planned launch.
- UP_Hawxxeye3 years agoLegend@kregora but the whole point of the mines is to persist so they can do their job. They are already the most underused anti vehicle utility
- kregora3 years agoSeasoned Ace@UP_Hawxxeye Mines do persist, as long as you have mines in your active loadout. Or did I miss here something?
- 3 years ago
@kregora wrote:
@UP_HawxxeyeMines do persist, as long as you have mines in your active loadout. Or did I miss here something?They are talking about Angel's ability to abuse the deployable gadgets using his loadouts crate...or at least his former ability to do so.
Spawn beacon persisted after a kit swap.
AT mines persisted after a kit swap.
C5 persisted after a kit swap.
Body armor persisted after a kit swap.
It lead to the possibility for Angel to have two lethal piles of AT mines:
Location A: Two mines + One C5
Location B: One mine + Two C5
You could have all that setup along with a spawn beacon, then finally swap to an M5 with bottomless rockets.
It was a tremendous amount of Anti-armor power for a single infantry. The nerf was deserved.
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