Novel Solution to Claymores

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  • Roger Smith
    Member
    • Aug 2006
    • 1390

    #16
    Re: Novel Solution to Claymores

    Originally posted by Pilo-II
    Destroyable by team mates but no damage to them? :laugh: hell no! KILL THEM! - THE ONLY way to stop claywhoring is to chage so it kills teammates - lets face it, no one wants the minus points!
    exactly nobody wants minus points, and nobody wants them spammed either, so how exactly does my suggestion not solve that situation?

    Originally posted by Pilo-II
    Ugh, really hate them idiots, trying to get their stupid 'explosive badge'...
    i got my expert explosives on special forces with c4 quads. :) they hated me so much.

    Comment

    • Splinter
      Member
      • Apr 2007
      • 461

      #17
      Re: Novel Solution to Claymores

      I play on severs with mine and claymore FF on, I have NEVER experienced claymore spam since Bf2 came out.
      maybe instead of having a cry, you should just join a mine/clay FF on sever...

      Comment

      • Pilo-II

        #18
        Re: Novel Solution to Claymores

        Originally posted by Sgt_Splinter
        I play on severs with mine and claymore FF on, I have NEVER experienced claymore spam since Bf2 came out.
        maybe instead of having a cry, you should just join a mine/clay FF on sever...
        Ahh... give us some IP's then!

        I was on an American server once, with FF off, pleasure to play!

        Some of the claywhores get so desperate, on a certain clan's server, this stupid guy (a member of that clan) broke the 'No attacking main bases' rule, and on Kark just kept runing INTO the main base and leave claymores on the spawn points!

        That's just over the top man... :)

        Comment

        • Roger Smith
          Member
          • Aug 2006
          • 1390

          #19
          Re: Novel Solution to Claymores

          Originally posted by Sgt_Splinter
          maybe instead of having a cry, you should just join a mine/clay FF on sever...
          how do we search for those?

          Comment

          • volkl

            #20
            Re: Novel Solution to Claymores

            The reading comprehension is really lacking here.

            Originally posted by roger smith
            i dont think anyone here wants to acknowledge what claymores are supposed to be used for. they are supposed to be to defend a static sniper, no not to defend a flag, not to booby trap a hallway so people have to go around, not for a roadside bomb.
            So obviously people are going to disagree on what they should be used for. I assume you are using "In real life..." as the basis of your argument. The Claymore was intended to halt/suppress waves of infantry. Inspired by waves of Chinese infrantry attacks during the Korean War. It was NOT developed to "defend a static sniper".

            It's unlikely that many snipers would haul around the extra weight and plant devices that would (1) require them to expose themselves more than necessary (2) leave evidence of their presence behind so that they could then be tracked down. So besides personal preference, what is the basis of your argument?

            Originally posted by roger smith
            enemys cant enter a claymore trigger zone, then wtf is the point?
            man you are freaking crazy.

            a claymore uses motion sensor, a rock could set it off man.

            ok once again, i dont think you understand the concept of a motion sensor, when you crawl, it doesnt make you any less senced.
            The point is that Claymores placed in the open are easily spotted by the opposing team and rendered ineffective. Not all Claymores will be spotted, and those that are not can claim victims. This is another incentive to place them with care rather than spam them in alleys and streets.

            Shockingly enough, I understand the concept of a motion sensor. The crawling distinction was not my suggestion. However, depending upon the sensor's angle of elevation scope, crawling could make a difference. I think you are having a difficult time grasping that. Just as the detection mechanism is biased towards the front, it can also have an elevation bias (30 degrees, 45 degrees, etc) . Incidentally, for the sake of completeness, motion sensors can also employ velocity thresholds (think radar). So it is possible to cause them to be triggered by running by but not by walking by. I know, this is high tech stuff.

            Originally posted by roger smith
            the answer is very simple, have them detonate on teammates but not hurt them, and to have ANY explosive destroy them, hell even a bullet should destroy them.
            I agree that having teammates set them off without incurring damage is better than the current implementation and better than having them indiscriminately kill everybody. In a competitive match (i.e. non-public), turning mine FF on is the ideal solution. But that is not the issue being addressed.

            As far as the invisible walls comment, voice feedback using the Commander's voice along the lines of "Negative, that area is mined" would be sufficient to prevent confusion. And should they really want to proceed anyway, they would be allowed to by holding down a special key such as <alt>. I think most would agree they'd rather be prevented from being blown up by a friendly mine. Either way your progress is blocked. At least you don't die.

            Comment

            • Roger Smith
              Member
              • Aug 2006
              • 1390

              #21
              Re: Novel Solution to Claymores

              Originally posted by volkl
              I assume you are using "In real life..." as the basis of your argument. The Claymore was intended to halt/suppress waves of infantry. Inspired by waves of Chinese infrantry attacks during the Korean War. It was NOT developed to "defend a static sniper".
              was going for more of "in the game" rather than irl. in the game, its given to a sniper, not a sabot, thus its purpose must be to defend said sniper.

              Originally posted by volkl
              It's unlikely that many snipers would haul around the extra weight and plant devices that would (1) require them to expose themselves more than necessary (2) leave evidence of their presence behind so that they could then be tracked down.
              exactly, which brings another option to the table, either remove them from the game, or give them to a class that SHOULD have them.
              Originally posted by volkl
              However, depending upon the sensor's angle of elevation scope, crawling could make a difference.
              lol, im not talking about that, im talking about the flat ground scenario!
              Originally posted by volkl
              But that is not the issue being addressed.
              um, what is it then?
              Originally posted by volkl
              they would be allowed to by holding down a special key such as <alt>. I think most would agree they'd rather be prevented from being blown up by a friendly mine. Either way your progress is blocked. At least you don't die.
              a) this would take alot of code
              b) when im blazing down the road i dont wanna hit an invisable wall and then be a static target for jets.

              Comment

              • Splinter
                Member
                • Apr 2007
                • 461

                #22
                Re: Novel Solution to Claymores

                I play on GameArena severs. FF is on for everything in these severs.

                Comment

                • zipp0r

                  #23
                  Re: Novel Solution to Claymores

                  i think people are missing the point...

                  if you want claymores to blowup teammates THEN GET THE ****ING SERVER TO TURN MINE+CLAY FF ON. ITS A BLOODY OPTION!!! DO YOU UNDERSTAND THAT??? ITS AN OPTION...............................


                  claymores used to blow up far too easily by explosives and a sniper could never cover his position on a roof because of that.
                  now snipers rarely get bothered by the little *** that wants to go up the ladder and get an easy kill.

                  Comment

                  • Sloi sauce

                    #24
                    Re: Novel Solution to Claymores

                    As already suggested in the other thread, allow mines to be marked which will then appear as distinct persistent dots on the mini map.
                    PERIOD.

                    Nothing else needs to be done: if friendlies cannot be bothered to check their map/radar, they deserve to get blown up.

                    In other words, friendlies will KNOW where claymores are and should they be stupid enough to wander in, will get killed. However, the sniper will not get a TK.

                    Simple and elegant solution.

                    Comment

                    • Galdigor

                      #25
                      Re: Novel Solution to Claymores

                      i like some of your poitns but the sort of wall ....mhhh nahhh don't like that

                      Comment

                      • triumph

                        #26
                        Re: Novel Solution to Claymores

                        Clacker. I have a friend working on it. Nuff said.

                        Comment

                        • Roger Smith
                          Member
                          • Aug 2006
                          • 1390

                          #27
                          Re: Novel Solution to Claymores

                          Originally posted by zipp0r
                          claymores used to blow up far too easily by explosives and a sniper could never cover his position on a roof because of that. now snipers rarely get bothered by the little *** that wants to go up the ladder and get an easy kill.
                          if someone is climbing a ladder and when they get to the top they see a claymore, they should be able to slide down and toss some grenades up there. you act as if snipers shouldnt have to be bothered to asess thier personal security.

                          Comment

                          • Tobacco

                            #28
                            Re: Novel Solution to Claymores

                            Originally posted by volkl
                            [*]Implement game logic that does not allow Claymores to be placed if any friendlies are within ~50 yards. This will pretty much prevent them from being used in Karkand alleys while still protecting snipers hiding on hillsides.[*]Friendlies may not enter into the trigger zone of a Claymore. They are blocked as if running into a wall. The idea that friendly troops can rush through a mined area immune to threats is absurd. This prevents teamkills, preserves the efforts the sniper who has placed the mine, and discourages abuse of alleyways. Note, the limit of two Claymores and the above placement restriction should prevent an exploit by griefers.[*]As already suggested in the other thread, allow mines to be marked which will then appear as distinct persistent dots on the mini map. Once marked, enemies will also be prevented from entering into the trigger zone of a Claymore as are friendlies. Marking a Claymore will automatically shield your team from becoming a casualty.[*]Enable the movement restriction into a trigger zone to be overriden (e.g. by holding down the <alt> key while moving). Forcibly entering a trigger zone will cause detonation and damage to friendlies and enemies alike. Allow this option for squads with a medic on hand who need to get past the mine.[/LIST]

                            "Trigger Zone", doesn't sound like a fix too me...Sharqi for example, a Sniper spawns first and lays claymores at the top of the ladder(TV Flag) and the bottom of the stairs(TV Station). Now, if you spawn on the roof you can't get away from the TV Station unless a) you jump from the roof b) Walk through a claymore and die, waiting to be revived, you know what I mean.

                            IMO, just make it so they can be destroyed/removed. Putting a "Trigger Zone" up will only aggrivate the rest of us, and another game play change in this regards is not what BF2 needs at this time, again IMO.


                            T

                            Comment

                            • imported_AbblePC

                              #29
                              Re: Novel Solution to Claymores



                              O k I'm a claywhore I suppose.. because I use the claymore that was placed in my kit for that reason as a sniper.

                              So all you nadewhore, tankwhore, jetwhore, atminewhore, bulletwhore, jeepwhore, aavehiclewhore, grounddefensewhore, knifewhore, chopperwhore players listen up.. We all have something we dont like killing us in game!

                              It is a FACT that the engineer class can and is able to remove claymores using his wrench.. if you would play another class other than Anti Tank or Assault or Medic.. you would know this through experimentation at least.

                              I am not unreasonable though... but at least want to say there is far too much whining going on in these forums and unfortunately EA is listening to it.

                              So to be somewhat agreeable.. If you cant beat em join em... I propose if anything is to be done, make the claymores explodeable always.. by enemy with all the damage it is supposed to inflict and to friendlies minor damage just to limit the tk's.

                              Show a notification to friendlies other than the red cross and bones.. its a tried true fact that friendlies are not advanced enough in evolution to understand this means Danger! make it a Triangle symbol somewhat similar to a radiation or laser warning sticker.. something yellow and black that means Caution!

                              Make them also visible to enemies with a small radious, as if the 12 foot Kill radious inst small enough already.. yes its 12 ft look it up. So when an enemy aproaches the mine.. he wont see it until hes within that twelve feet.. or make it an audible click.. noise.. just something to make him think "ooh.. wtf was that?" Engineer! needed here stat! Once he moves he is a goner until the mine is removed by an engi. Just like the game was designed.

                              Make them also destroyable by C4, if aproached in the right direction and c4 is placed directly on the claymore.. let it be destroyed.. or a direct hit from a sniper rifle or tank apc shell. A Direct hit.. none of this splash damage crap.

                              This should make everyone happy.. so If I get stealthy real stealthy now.. you can't bitch because you thought running full force into a room or alleyway without paying any attention to your surroundings was useful... Think Again!

                              Comment

                              • Hilliar

                                #30
                                Re: Novel Solution to Claymores

                                Nice ideas but I really dislike the idea of claymore 'walls'... that would just cause too many problems.

                                Comment

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