2007-10-21, 13:15:24
Exodus Wrote:do you really think that the explosives are imbalanced when carried by a normal tank? I think the main problem with them was the Exploder, thats the reason why I only disabled the tank.That's not enough, doesn't prevent the tinkers from going terrorist.
When I play no exploder mode, I expect that the enemy don't go terrorist, but they can do it with a tinker. It's annoying. The point is that the tinker has teleport as the exploder and does the same thing. Only difference is that the tinker don't have reconstruct skill. I've seen people use explosives and tinker in no exploder mode and the host was pissed off cuz he expected a suicider free game.
When the host choose no exploder mode, he probably don't expect suiciders as exploders OR tinkers. Perhaps in this game mode, don't allow the tinker to buy explosives, but the other tanks can do it. Tinker has teleport as well as exploder. Also if someone tries to change back to tinker in this mode with explosives that he bought as light tank, a restriction message appears and he's changed to pilot instead while carrying these explosives in no exploder mode. What about this?
No terrorist mode:
-Exploder cannot be bought
-Tinker cannot carry explosives in this mode