Weaponsmith Archive
Thread: XG Mines help...
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waynejzoll007
Fri Sep 02, 2005 8:01 am
#1
Is anyone having a problem putting Mine Explosives Kit on XG mines? I try and do this put it keeps telling me that my kit is faulty??.. Anyone know why or is this bugged?
Kesslan
Sat Sep 03, 2005 4:13 am
#2
It's still bugged. Has been since CU. Grenade pups were like this too at one point. but theyf ixed the grenade pups. THey've yet to bother doing so with the mines. Not sure why. Also oddly DXR mines which use mediumwarheads and named resources. Do less damage than XG mines. Which use generic resoruces and light warheads.
So mines in general dont make a hell of alot of sense. Though man can a field of XGs really mess up some ones day. Back when my guild was actively warring it was a common sight to see a horde of imperials rush the entrance of one of our bases after the turrets were down. followed by one huge chain of explosions and alot of corpses abounded then. Would have been even nastier if I could have puped em.
Snowbos
Sat Sep 03, 2005 4:23 am
#3
no what ya mean before the fixed turrets to scan cloaked jedi we had one run right up to our base only to become a messy goo on the floor
Kesslan
Sat Sep 03, 2005 4:39 am
#4
Yep yep. They still are pertty nasty. I could probably make even meaner ones as a 12pt. THough I'm not really sure how much the secondary lines affect mines. Seemed to give em a slightly bigger blast radius. I'd toyed witht he idea of selling mines. But.... ultimately I just didnt want them used against me
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