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	<title type="html"><![CDATA[First Strike Forums — Redeployable mounted blaster]]></title>
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	<updated>2008-08-03T09:39:28Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=7733</id>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=112513#p112513" />
			<content type="html"><![CDATA[<p>I got the full answer to this in another thread!</p><p>I think many players assumed (as did I) that because the mounted blaster has the same minimap icon as a vanilla autoturret (and the same annoying habit of moving on uneven ground), it <em>was</em> the same and should be both redeployable and regenerable. </p><p>As I understand it, the problem arises from the fact that the mounted blaster is also a &#039;vehicle&#039; which can be occupied. The game engine can&#039;t handle it if the Officer tries to redeploy an occupied mounted blaster and the server crashes as a result. </p><p>To be honest, the only player I could trust not to try and redeploy a mounted blaster is me, and even then I could probably be tempted to do it to abort a losing round... </p><p>Whilst it may not be ideal from certain points of view, I have to agree that the Dev Team has made the right call on this one!</p>]]></content>
			<author>
				<name><![CDATA[RabidJohn]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1590</uri>
			</author>
			<updated>2008-08-03T09:39:28Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=112513#p112513</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=112506#p112506" />
			<content type="html"><![CDATA[<p>I don&#039;t think making the E-Web movable would be a problem at all.&nbsp; Now, I didn&#039;t say REDEPLOYABLE as in &quot;I lose my first one, re-armed and got a second&quot;.&nbsp; If I plop down an E-Web and some support knuckle-dragger doesn&#039;t know how to place a shield, I think it&#039;s perfectly justifiable to want to move my own gun so that I can use it safely.</p><p>RabidJohn makes a good point.</p>]]></content>
			<author>
				<name><![CDATA[Canadiens1160]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=246</uri>
			</author>
			<updated>2008-08-03T05:55:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=112506#p112506</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=112500#p112500" />
			<content type="html"><![CDATA[<p>When standing near very pretty females, I tend to knock the thing over on purpose so I can act stupid laying on the ground while looking at her.</p>]]></content>
			<author>
				<name><![CDATA[Luke SkyRaper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1938</uri>
			</author>
			<updated>2008-08-03T01:47:13Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=112500#p112500</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=112492#p112492" />
			<content type="html"><![CDATA[<p>The fact the engine wont allow you to pick up and redeploy the EWEB helps balance it out. Someone with their head screwed on and a somewhat adequate squad with him can completely own the battlefield as demonstrated tonight. Iv forgotten the guys name, but he was completely ripping us Rebels apart on Endor and Tatooine. He was placing the EWEB in intelligent places and was basically holding our advances off on his own.</p><p>The only thing that annoys me about the EWEB is how it sometimes falls over. Nothing more frustrating than getting in a great position , deploying it , only to be restricted to shooting into the clouds for a few seconds as you tilt over and looking like a dumbass in the process <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[Bandu]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=77</uri>
			</author>
			<updated>2008-08-03T01:07:15Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=112492#p112492</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=112473#p112473" />
			<content type="html"><![CDATA[<p>Errrr..... wasn&#039;t the topic&nbsp; the Officer&#039;s E.W.E.B or MK2?<br />Anyway , if you make the Officer constantly able to deploy his turret it is going to be just like the V2142 sentry gun party that occurs much more frequently than you can imagine sometimes , only twice as accurate and doing more damage.<br />I&#039;ve seen 15 sentry groups defending the titan core in vanilla , I had to call a recon to sneak behind em with his &quot;camo&quot; to be able to proceed.<br />It would make the Officer something like the BF:V &quot;rambo&quot; class that could take on anything given time <img src="https://forums.fsmod.com/img/smilies/sad.png" width="15" height="15" alt="sad" /> and we don&#039;t want that do we?</p><p>About the trooper&#039;s sensor beacon , well that&#039;s just what makes him the team&#039;s &quot;hunter&quot; , pointing out enemy locations for him and his teammates to use.</p>]]></content>
			<author>
				<name><![CDATA[Khamul]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2214</uri>
			</author>
			<updated>2008-08-02T20:33:55Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=112473#p112473</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107727#p107727" />
			<content type="html"><![CDATA[<p>I wouldn&#039;t say a trooper is useless without the sensor equipment, but it does give it an additional purpose other than just plain fighting like the other classes have additional purposes.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-06-03T18:05:59Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107727#p107727</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107726#p107726" />
			<content type="html"><![CDATA[<p>Agreed. The smoke in 1.2 is so much better I often forget its benefits. The frag grenades are pretty useful at times although the Biotics are nicer. The beacons are a bonus. Yes a scanner can be advantageous if you comes across a group of people who don&#039;t have one, but thats the point. You don&#039;t run around the map without a trooper who&#039;s got one if you got any sense. Remove the scanners- you no longer require a trooper because theres no one to detect you. His only real purpose would be to deploy the UAV beacons on attack or defense targets. His fighting ability would be the same as any other class in this case with non of the bonuses.</p>]]></content>
			<author>
				<name><![CDATA[Athlon]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2050</uri>
			</author>
			<updated>2008-06-03T18:02:09Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107726#p107726</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107724#p107724" />
			<content type="html"><![CDATA[<p>True, the scanner does give an advantage, but this was always the idea wasn&#039;t it? <strong>Woody</strong> wanted to saturate the battlefield with various scanning options so that enemy soldiers would gravitate towards each other due to detection rather than wander around the map missing each other and the opportunity for an exciting firefight.</p><p>I personally quite like this aspect of <strong>First Strike</strong>, it keeps your squad situationly aware, and is by no means an unfair advantage as the enemy should be in squads and therefore have access to the same kit. Also each sensor device is slightly different making them useful in different ways, the tracking beacon has a small range but is constant and can be left somewhere, to keep scanning a CP you have just captured and moved on from for instance to detect if the enemy is trying to retake it. Also a useful application is attaching it to a friendly vehicle such as a Walker so it then has added mobility and can help the Walker pilot detect infantry. The sensor drone has a pulse and slightly larger range and is mobile which is obviously very useful, and finally you have the <strong>Officier&#039;s</strong> sensor box which gives a wide range temporary ping, all very useful, but in quite distinctive ways.</p><p>The abundance of sensors in <strong>First Strike</strong> really helps ensure that there is a lot of action in infantry maps and helps disuade lone wolfs who now have to fear falling prey of enemy sensor sweeps that can give away their position. They&#039;d now stand a far better chance if they joined and stuck with a squad.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-06-03T17:47:17Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107724#p107724</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107717#p107717" />
			<content type="html"><![CDATA[<p>Trooper has frag grenades, smoke, and homing beacons, is that not enough advantage? I think it&#039;s plenty. And a trooper with a scanner can do just as well on his own with a scanner as he can with a squad maybe even better if the people he detects don&#039;t have a scanner of their own he will get more kills/points. I KNOW this as a fact because I have done it myself.</p>]]></content>
			<author>
				<name><![CDATA[TY2D2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=388</uri>
			</author>
			<updated>2008-06-03T17:26:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107717#p107717</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107716#p107716" />
			<content type="html"><![CDATA[<p>No you don&#039;t get team points for using the scanner but you do by following your squad leaders orders. Therefore you tend to do as ordered perhaps more than the other classes because its in your best interest. Remove the scanner from the trooper and you remove any benefit to play that class, may as well play medic or support. Their weapons are just as powerful with the added bonus of extra points for doing their specific jobs.</p>]]></content>
			<author>
				<name><![CDATA[Athlon]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2050</uri>
			</author>
			<updated>2008-06-03T17:22:23Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107716#p107716</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107710#p107710" />
			<content type="html"><![CDATA[<p>Removing the sensor droid from trooper class would not render him useless, it would jsut make him rely more on his squad leaders support [scanner] And he would not be able to rambo everywhere with a personal scanner that detects anything within 70 meters.</p><p>And they don&#039;t get teampoints from the scanners last I checked.</p>]]></content>
			<author>
				<name><![CDATA[TY2D2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=388</uri>
			</author>
			<updated>2008-06-03T17:09:14Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107710#p107710</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107709#p107709" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Bandu wrote:</cite><blockquote><p>I&#039;d actually think about removing the sensor droid from the trooper class, to put more emphasis on the Officers locater box. ATM, theres so many trooper radar droids on the map that the Locater Box is pretty irrelevant.</p></blockquote></div><p>Never! The trooper is the backbone of any squad. Always at the front of any battle, be it attack or defense. Remove his ability to detect, hunt and destroy the enemy and you render his class useless. Also on a lighter note, remember apart from following the Squad leaders orders on attack or defense he has virtually no other way of accruing team points.<br />Also like to confirm that with RabidJohn as your squad leader your aways kept well supplied with not only ammo and bacta but also orders. Keep up the good work mate&nbsp; <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></content>
			<author>
				<name><![CDATA[Athlon]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2050</uri>
			</author>
			<updated>2008-06-03T17:04:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107709#p107709</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107702#p107702" />
			<content type="html"><![CDATA[<p>Would be a pain to have it auto-destroy when you still wanted to use it though, no? I think it is fine as is. Yeah it is a pain to have to go back and pick it up or have a squad member destroy it for you so you can deploy a new one, but I find that acceptable, you don&#039;t want to make the asset too powerful, it already is one of the most important pieces of kit on the battlefield.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-06-03T15:52:02Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107702#p107702</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107682#p107682" />
			<content type="html"><![CDATA[<p>Same, and its annoying if the front line has moved up to Go back and kill/pick up your becon in order to place it near the new battle.&nbsp; &nbsp;Should auto-destroy the old one <img src="https://forums.fsmod.com/img/smilies/sad.png" width="15" height="15" alt="sad" /></p>]]></content>
			<author>
				<name><![CDATA[MrMonkey]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2264</uri>
			</author>
			<updated>2008-06-03T14:54:09Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107682#p107682</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Redeployable mounted blaster]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=107654#p107654" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>RSF Angel wrote:</cite><blockquote><p>I view the officer class as I view any class- not required until needed. Some maps like Endor strike need officers with spawn beacons and ewebs to garrison areas and assault them effectively- but other times the benefit is minimal.</p></blockquote></div><p>Im pretty much the same, I only play officer when the beacon is needed, other than that im never officer.</p>]]></content>
			<author>
				<name><![CDATA[Stardestroyersarecool]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1003</uri>
			</author>
			<updated>2008-06-03T10:42:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=107654#p107654</id>
		</entry>
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