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Old 2004-04-20, 09:42 PM   [Ignore Me] #16
Heavygain
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Sounds nice, but the spawn thing WOULD be annoying.
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Old 2004-04-21, 09:04 AM   [Ignore Me] #17
drsomewhere
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This definitely would make for good CY traps for incoming enemies. Imagine you are seiged INSIDE of the base, but luckily you laid 10 boomers outside in periodic locations throughout the CY. You hit your detonator as the zerg of NC AND VS AND THEIR M4D H4X0r$ burst through the door and the CY goes silent...It would be great for traps, luring the enemy into the courtyard or designated area and blowing them to hell. Love this idea, could help very much strategically
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Old 2004-04-21, 11:28 AM   [Ignore Me] #18
SilverLord
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Originally Posted by drsomewhere
This definitely would make for good CY traps for incoming enemies. Imagine you are seiged INSIDE of the base, but luckily you laid 10 boomers outside in periodic locations throughout the CY. You hit your detonator as the zerg of NC AND VS AND THEIR M4D H4X0r$ burst through the door and the CY goes silent...It would be great for traps, luring the enemy into the courtyard or designated area and blowing them to hell. Love this idea, could help very much strategically
Not really because most people use an EMP or destroy mines and boomers when they see them.
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Old 2004-04-21, 11:36 AM   [Ignore Me] #19
Hoza
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Friendly Boomers aren't destroyed by jammers while you still have the detonator - At least they didn't last time I tried a couple of weeks ago. While you have the detonator the boomer has a green ring around it and seems invunable to jammers, but if you drop the detonator the green ring disapears and jammers work again.

I was never sure if that was deliberately designed in by the Dev's (Possibly to prevent people getting blown up by their own boomer as soon as they deploy it by someone playfully lobbing a jammer at them!) or a feature that 'crept' in while no-one was looking.

Are enemy boomers killed by jammers if the detonator is still held?
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Old 2004-04-21, 04:06 PM   [Ignore Me] #20
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I think he means enemy EMP's/jammers... and plus I thought frinedly jammers would blow up boomers anyways...
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Old 2004-04-21, 06:52 PM   [Ignore Me] #21
Sonic625
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Originally Posted by Ait'al
It definetly needs something like the first post to give it more use. The mines arent exactly meant for taking out infantry. I walk over them in rexo 4 at a time to take them out sometimes.
Yeah but what is it that an infil can walk over a mine and live but a max walks over one and instant death with full heath and armor?
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Old 2004-04-22, 01:07 AM   [Ignore Me] #22
Xijx
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Love the Idea....And realisticaly wouldn't change too much gameplay.....Just the occasional Spawn room trap....Not like it could be repeated. As oppose to me running threw 4 times with one boomer each time getting 10 kills each time....Or going un, planting boomer, waiting 3 seconds for detonator to appear, on second to change modes, 3 more seconds to deploy second boomer, 3 mor seconds to deploy next boomer.....Then everything the the spawn room dies, Going at full speed...in 10 seconds.....In my cloaking experience as soon as you plant that first boomer, and make that little green cloud, people start spamming fire everywhere cause they know whats gonna happen next


While i love the Linked Boomer idea....Would rather see a High explosives Demo pack(Just explodes Doesn't have a trigger, would need to shoot it or boomer it ), Emp mines....And other stuff tho
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Old 2004-04-22, 06:40 AM   [Ignore Me] #23
drsomewhere
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Originally Posted by Xijx

While i love the Linked Boomer idea....Would rather see a High explosives Demo pack(Just explodes Doesn't have a trigger, would need to shoot it or boomer it ), Emp mines....And other stuff tho

OMG A SATCHEL!!!! ACK THAT would be awesome
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Old 2004-04-22, 06:54 AM   [Ignore Me] #24
WildEagle
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word
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Old 2004-04-22, 02:09 PM   [Ignore Me] #25
Queensidecastle
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I would proabably start playing again if they put in high explosives
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Old 2004-04-22, 03:01 PM   [Ignore Me] #26
EarlyDawn
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Yeah, while I think my idea would go a long way towards more realistic and streamlined demolitions, some kind of high explosive det packs would be good.
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Old 2004-04-26, 09:15 AM   [Ignore Me] #27
drsomewhere
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yummmmmy...satchel....
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Old 2004-04-27, 03:31 AM   [Ignore Me] #28
Xijx
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Petition for Satchel....again?
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Old 2004-04-27, 05:22 AM   [Ignore Me] #29
Ait'al
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i like the thought of them just adding additional modes like the ACE has as you deploy more of them untill the max of four or five are out. You could then just right click to the one you want and just keep track of them mentally(or have them show up on radar as a unique device to the deployer and highlight it to who which one is selected) and use radar or add an ability so see a small point around the device once youve selected it through the "mode" (right clicking through them) method with the special action button (B).( Id suggest making it so all of those are available) Then you could see and use them from safer places and use them when not an infil and not intrude on the game much, and be able to see what your doing at the same time. I think that would be a nice simple solution.

Edit: you would left click on the device selected eiter while in veiw mode or not. And you could allow multiple hand devices like now(which would now be limited to how many aces you can carry and deploy as boomers.) Each would fill up to four of five first and then give you a second one which you shoud have room for after deploying 5-6 boomers. The veiw could be very small so its also just as feasible to try to use motions sensors in the facinity to help making several methods for users to choose from. This would also give something for the new implant change to avoid besides auto guns(unless your useing it with the visual mehod).

Last edited by Ait'al; 2004-04-27 at 05:33 AM.
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Old 2004-06-15, 07:16 AM   [Ignore Me] #30
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sachel charges

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