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@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.
- 3 years ago
@UP_Hawxxeye wrote:
@AngrySquid270why over-complicate things when one can just put 6 mines?I thought you could only have three AT mines deployed at a time, any more and they start to disappear.
Did that change? Was it possible to have more than 6 AT mines deployed in the past?
- UP_Hawxxeye3 years agoLegend
@AngrySquid270at some patch I think it became possible to have up to 6on the map. I cant find the notes though.
As about the update that the OP is talking about it goes like that:
"C5, AT Mines and the Spawn Beacon that were already spawned by a player will now be despawned if the player changes their Loadout through Angel's Loadout Crate"Unless I am wrong, one now just has to lay 3 mines, die/resupply and lay 3 more.
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