Author Topic: mortars and mines for tw  (Read 3730 times)

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Offline LeetFidle

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mortars and mines for tw
« on: July 23, 2006, 08:43:13 pm »
i was thinking that i could make a motrat launcher and mines for tw if the tw servers would add the weapon mod if they would ill make it cuz ti would be cool
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Offline jettlarue

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Re: mortars and mines for tw
« Reply #1 on: July 23, 2006, 09:10:04 pm »
ok....so are u going to make it? and is this in the right forum?

Offline Rambo_6

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Re: mortars and mines for tw
« Reply #2 on: July 23, 2006, 11:23:04 pm »
This belongs elsewhere...

Offline zyxstand

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Re: mortars and mines for tw
« Reply #3 on: July 24, 2006, 12:04:22 am »
what if when you pick up the cluster grenade powerup and you have M79, you can fire cluster shells!  would be kinda cool...
Can't think of anything original to put here...

Offline Nicholas

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Re: mortars and mines for tw
« Reply #4 on: July 24, 2006, 01:36:13 am »
On Avarax's trenchwar, the minigun shoots like the LAW, but with faster reload and without the need to crouch.

Offline jettlarue

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Re: mortars and mines for tw
« Reply #5 on: July 24, 2006, 01:46:09 am »
yeah...i wish then that avarax changed the law to something else, because having 2 weapons that do basically the same thing except minigun is better...is kindof dumb.

Offline Meep.

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Re: mortars and mines for tw
« Reply #6 on: July 24, 2006, 02:21:40 am »
Well, the minigun acts as a very effective mortar...

Offline Will

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Re: mortars and mines for tw
« Reply #7 on: July 24, 2006, 02:33:06 am »
It's not dumb because LAW can be used as a secondary next to a ruger or a minimi and You can use the minigun if you 're in need ofeliminating a sniper or something quickly.Also you can pack on Minigun and the law at the same time to act like artillery support :-)

Offline 13579

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Re: mortars and mines for tw
« Reply #8 on: July 24, 2006, 03:05:20 am »
It's not dumb because LAW can be used as a secondary next to a ruger or a minimi and You can use the minigun if you 're in need ofeliminating a sniper or something quickly.Also you can pack on Minigun and the law at the same time to act like artillery support :-)

hells ya.

Offline Schweppes

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Re: mortars and mines for tw
« Reply #9 on: July 25, 2006, 12:59:59 am »
A missle launcher, that doesn't require you to crouch...Shoots faster than the standard, and doesn't have a startup time. vs...a Missle launcher that has those qualities and shoots considerably slower.

The point of having both are?

None. Why use the latter when the former is clearly a better weapon all around. other than Shooting two missles very quickly and then dealing with the considerably BETTER weapon?

I have to disagree with you all. Having two weapons that are the same. But one is obviously better than the other is foolish.

This is like the throwing chainsaw questions, to which are answered with, "why bother throwing the chainsaw, when you can just throw the knife instead?" Clearly. Why NOT use the better weapon. Change the law to something else, or just get rid of it.

Think about it before you post in contradiction.

AS for the actual topic. A mortar launcher I'd say no. But mines. I completely agree. bouncing bettys :)

Offline johnbies

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Re: mortars and mines for tw
« Reply #10 on: July 30, 2006, 07:59:56 am »
no mines pls  there are enough explosions going on with nades and the m79
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Offline Will

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Re: mortars and mines for tw
« Reply #11 on: July 30, 2006, 08:34:02 am »
I think that minigun should be changed to have a shorter range and extend the range of law.
So now we could have hree explosive weapons. M79 for  short range, minigun for medium  and law as a long range backup artilery.

Offline Onyx

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Re: mortars and mines for tw
« Reply #12 on: July 30, 2006, 08:35:54 am »
also you dont want the morat to be the law, because you dont want a mortar to be a secondary weapon

whats the IP for his TW server right now?

Offline -WildBill-

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Re: mortars and mines for tw
« Reply #13 on: August 01, 2006, 05:21:53 pm »
lol, just make some other gun have the same bullet type as grenades, but change the fuse time to as high as it goes and make it only go like 3 (soldat) feet (or a meter for those who prefer the metric scale) and stay on the ground. that way it blows when you hit it but never goes off.
lol siggeh deleted for the 7th time! that's like a new record or something, ain't it?

Offline The Chapter

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Re: mortars and mines for tw
« Reply #14 on: August 02, 2006, 05:53:58 am »
Aim the Law high. Solves the fuss. As for mines, grenades are like that. just lug one behind you when your being chased.

Offline TBDM

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Re: mortars and mines for tw
« Reply #15 on: August 02, 2006, 07:48:13 am »
mortar = law/m79
mines= time your nades, like wheny our shased, throw them on the floor and hope someone walks over them



this has been suggested over 1000000times...

Offline Onyx

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Re: mortars and mines for tw
« Reply #16 on: August 02, 2006, 08:59:43 am »
I remember i made a mortar for the elite trenchwars server that shot gluster nades, what a mistake that was it was totally out of control lol

Offline The Geologist

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Re: mortars and mines for tw
« Reply #17 on: August 02, 2006, 12:02:00 pm »
Been suggested and shot down before.  No vote here.
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Offline numgun

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Re: mortars and mines for tw
« Reply #18 on: August 03, 2006, 04:47:10 am »
A mortar is possible even now:

thx to chapokomaker for his artillery polygon idea (great thinking dude!)
you can find it in soldat wiki in the polygugs section.
im almost ready with a map i made, which has these artilleries.

Offline Gold

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Re: mortars and mines for tw
« Reply #19 on: August 04, 2006, 01:41:43 am »
Mines - No, imagine the complaints in the report bug forum and other forums saying "i was playing soldat and i blew up and i dunno why" and the complaints of people just hating mines full stop, its to corruptive for an online game (in my opinion) and i dont mean corruptive as in file corrupting and stuff like that.

Mortars - Maybe...


i dont think this should be aimed at Trench Wars alone, it would be good for INF as well.
« Last Edit: August 04, 2006, 01:43:50 am by Gold »