First, I did read/skim the Claymore Workshop...all 8 pages. Recap of ideas presented to my recollection:
- Despite "ground rules", re-enable FF (fair enough argument)
- Require substantial arming time
- Supress triggering if crawling/crouched; chance of detonation speed dependent
- Reduce damage if just walking and not sprinting
- Have claymore triggered by friendlies but not incur damage to friendlies
- Allow heavy ammunition/explosive to detonate
- Allow Claymores to be spotted and appear on mini map
Problem statement:
With Claymore FF turned on, too many team kills result. Majority of BF2 players cannot be trusted to interpret a skull and crossbones. Consequently, placing Claymores is too risky and tends to be avoided and under-used.
With claymore FF turned off, snipers spam alleys (and other areas) with Claymores for ridiculously easy kills. Claymores are not intelligent devices that should distinguish between friend or foe.
Solution:
- Despite "ground rules", re-enable FF (fair enough argument)
- Require substantial arming time
- Supress triggering if crawling/crouched; chance of detonation speed dependent
- Reduce damage if just walking and not sprinting
- Have claymore triggered by friendlies but not incur damage to friendlies
- Allow heavy ammunition/explosive to detonate
- Allow Claymores to be spotted and appear on mini map
Problem statement:
With Claymore FF turned on, too many team kills result. Majority of BF2 players cannot be trusted to interpret a skull and crossbones. Consequently, placing Claymores is too risky and tends to be avoided and under-used.
With claymore FF turned off, snipers spam alleys (and other areas) with Claymores for ridiculously easy kills. Claymores are not intelligent devices that should distinguish between friend or foe.
Solution:
- 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.
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