What changes to Claymores would you like in 1.31?

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  • Pilo-II

    #61
    Re: What changes to Claymores would you like in 1.31?

    Originally posted by USI_Krusher
    It's little girls like you who ruin the game for the rest of us.

    Oh mommy! please stop making them put down claymores...I can't handle it anymore...BOOOOHOOOOO! MOMMY! please help me MOMMY!

    BTW, I'm 42, and it's little whiny kids like YOU who ruin the game.

    Now, SHUT THE F*CK UP!

    :laugh: :laugh: :laugh: :laugh:

    Couldn't handle my post, could you? So you had to go ahead and insult me :laugh:

    Yes I find claywhoring a problem and so do many other people and it's ****ing annoying! If that makes me a 'cry baby' then F it, let it be :laugh: but I will still hate the claywhores.

    You know what, for a 42 year old you don't act like one, and now, with respect for your age (as I am 24), I will not comment on your childish behaviour anymore.

    I'm off to college now, see ya!

    Comment

    • Miniman

      #62
      Re: What changes to Claymores would you like in 1.31?

      nah they shouldnt affect teamates, as this makes them pointless.
      their fine the way they are, but maybe ,make their range shorter and be less explosive.

      claymore whoring is annoying because your out there earning your kills, and all a sdniper does is claymore up doorways and wait for kills.

      Comment

      • Batausu

        #63
        Re: What changes to Claymores would you like in 1.31?

        Why don't you try it as a sniper and see how easy it really is... 2 lousy claymores are too much to handle? Engineers get 5 mines and are also indestructible.
        The problem is the timing, it should be a delayed arming as to stop snipers to use them offensively (hopping with claymores in hands). Other then that, it’s fine the way it is.

        Comment

        • Roger Rabbit

          #64
          Re: What changes to Claymores would you like in 1.31?

          Originally posted by Pilo-II
          Couldn't handle my post, could you? So you had to go ahead and insult me :laugh:
          You're the one who started the insults.

          Comment

          • scottmuecke

            #65
            Re: What changes to Claymores would you like in 1.31?

            in the strike at karand. u just the mec running round chucking clays left and right. ignoring 20+ infantry. they know they'll get killed but dont care, 4/5 people c em but know theres nothing they can do.just to get a couple points. if u were in a real war would u do something as stupid as that?

            Comment

            • Hilliar

              #66
              Re: What changes to Claymores would you like in 1.31?

              Originally posted by USI_Krusher
              It's little girls like you who ruin the game for the rest of us.

              Oh mommy! please stop making them put down claymores...I can't handle it anymore...BOOOOHOOOOO! MOMMY! please help me MOMMY!

              BTW, I'm 42, and it's little whiny kids like YOU who ruin the game.

              Now, SHUT THE F*CK UP!

              You sure are sad for a 42 year old. I hope I'm not like you when I come to that age.

              Comment

              • colmmlynch

                #67
                Re: What changes to Claymores would you like in 1.31?

                Guys only been playing BF2 a few days and seems that most people are going for sniper........if you go for realism then the Claymore should TK and be destructible otherwise players will think outside the box and find uses that they're not meant for. Sniper should be the hardest kit to play by a long shot to reflect the level of skill required and its lethality......i find it isn't, that kits like AT are harder.........bring back a good level of realism bombs + mines should be able to blow everyone up. I agree with the change that missiles don't lock onto friendlies.

                Comment

                • truckstop

                  #68
                  Re: What changes to Claymores would you like in 1.31?

                  Originally posted by metallicaguitrst
                  able to blow them up with a nade
                  yes me too^^^

                  Comment

                  • Thirdeyez

                    #69
                    Re: What changes to Claymores would you like in 1.31?

                    Claymores on all maps..good...
                    Claymores on Karkand...bad.
                    This is due to Jihad Snipers..they run in from the US base chuck claymores then die..rinse repeat..1 death equals 2 or more kills without a doubt..so you do this 20 times you have at least 40 kills and 20 deaths.
                    MEC side..place in alleys, gurateed kills.
                    Both sides..gurateed kills if placed around bases..sure medics can revive and the opposing team gets flag..but no reason a sniper should have gurateed 2 kills or more..right?
                    Maybe Engys need magent mines..that way they get gurateed kills..instead of cars driving over them they just magnetically fly onto it from 10-20-30 feet away?

                    Comment

                    • entiTy_

                      #70
                      Re: What changes to Claymores would you like in 1.31?

                      I dont want them to damage team-mates because sometimes some buildings are completely unusable because snipers on your own team are up there.. Id like them to be destructable though, that would be cool.

                      Comment

                      • Harmor

                        #71
                        Re: What changes to Claymores would you like in 1.31?

                        Originally posted by colmmlynch
                        Guys only been playing BF2 a few days and seems that most people are going for sniper........if you go for realism then the Claymore should TK and be destructible otherwise players will think outside the box and find uses that they're not meant for. Sniper should be the hardest kit to play by a long shot to reflect the level of skill required and its lethality......i find it isn't, that kits like AT are harder.........bring back a good level of realism bombs + mines should be able to blow everyone up. I agree with the change that missiles don't lock onto friendlies.
                        I don't think I would have a problem with it TK'ing, but then I should be able to pick them up.

                        Comment

                        • SandSkink

                          #72
                          Re: What changes to Claymores would you like in 1.31?

                          Originally posted by ImmyRey
                          What changes to Claymores would you like in 1.31?

                          Placing them in the DICE/EA offices would be a good start.
                          Yeah and when those down syndrome inflicted chimps go to smell them because they don't know what they are......Hit the clacker. Literally sh*t is blown outta their domes.

                          Comment

                          • Fakesound

                            #73
                            Re: What changes to Claymores would you like in 1.31?

                            Originally posted by Teaves
                            Engineers can ALREADY remove them from the rear but the way they are spammed atm in alleys and doorways its almost impossible to get to the rear of them
                            I did not know that, my bad. Glad they can. But your right, they are placed strategically so they can't get behind them alot

                            Comment

                            • vbl

                              #74
                              Re: What changes to Claymores would you like in 1.31?

                              Making them destructible is fine, but it needs to be very tightly controlled.

                              Back when claymores could be destroyed by explosions, everything blew them up - nearby artillery strikes, and even explosions that hit around corners and on the other sides of walls.

                              If I had a claymore (C) at the top of a ladder, you could shoot a grenade at the area that the arrow is pointing at and blow up the claymore:

                              Code:
                              -------------C--|
                                              |
                                              | <-----GL shot
                                              | 
                                              |
                                              |
                              Aside from the silliness in the above example, this rendered claymores virtually useless because even the slightest amount of incidental damage removed them.

                              If they implement this change, they need to give claymores enough hit points to withstand all but a direct grenade hit, or structure the collisions rules to ignore incidental explosions and explosions on the other sides of obstacles.

                              Otherwise we'll just be swinging the pendulum back the other way and we'll be back to square one - and that's not progress.

                              Comment

                              • KIA_TheClash

                                #75
                                Re: What changes to Claymores would you like in 1.31?

                                not being able to kill you from 1 mile away would be nice :/

                                Comment

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