destroyable claymores?

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  • $kelet0r

    #16
    Re: destroyable claymores?

    Originally posted by bazzamattaza
    I think Clay's should be left as they are, no one else can remove AT mines apart from engineers or by driving over them, same should apply with claymores. You mention 'impenetrable wall of defense'......go a different way then. If i was in a tank and i came across an AT mine i wouldnt sit there thinking "oh look...an impenetrable wall of defense" or wait until someone else blew it up i would go another way round, or remove it if i was an engineer.
    but the difference is
    - if you are in a vehicle you should be an engineer anyway - if you're not you have to ask what you doing in that tank anyway.
    - a claymore could be blocking the only access point to a flag, having all the engineers in the world to defuse it won't help you unless one kamikazie charges it. Going a different way is too often not an option.

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    • Frozo

      #17
      Re: destroyable claymores?

      mayb make it so certain classes can walk over claymores w/o harm?

      mite work, mite not

      Comment

      • barz26

        #18
        Re: destroyable claymores?

        Originally posted by $kelet0r
        but the difference is
        - if you are in a vehicle you should be an engineer anyway - if you're not you have to ask what you doing in that tank anyway.
        In an ideal world but how many times have you seen other classes in a vehicle.

        Originally posted by $kelet0r
        - a claymore could be blocking the only access point to a flag, having all the engineers in the world to defuse it won't help you unless one kamikazie charges it. Going a different way is too often not an option.
        Cant think of one flag where that situation could occur. As you know the flags have a high capture area around them, further than what a claymore can be triggered off from. So you'll always be able to capture the flag without setting off the claymore.

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        • Jemme101

          #19
          Re: destroyable claymores?

          Originally posted by bazzamattaza
          Originally posted by $kelet0r
          - a claymore could be blocking the only access point to a flag, having all the engineers in the world to defuse it won't help you unless one kamikazie charges it. Going a different way is too often not an option.
          Cant think of one flag where that situation could occur. As you know the flags have a high capture area around them, further than what a claymore can be triggered off from. So you'll always be able to capture the flag without setting off the claymore.
          Exactly right, there isn't a flag in any map which can only be accessed from one route. For exactly that reason.
          And if there was you can allways use the 2 man option of a runner and a medic reviving the runner. Again be creative and stop whining

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          • mondo66

            #20
            Re: destroyable claymores?

            Agreed

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            • Gav

              #21
              Re: destroyable claymores?

              Why are we talking like making a claymore destructible would be a huge change to the game? It would simply revert them back to how they were before they were changed! They always used to be destructible.

              As for there being no flags that can be protected by claymores, what about the TV Station in Sharqi? Or the one in Warlord. Or the palace in Warlord. Or the chemical factory in Mass Destruction. Or the rooftop flags in Night Flight (granted you could get around these ones if you were assault and had a grappling hook to use, but not, you're forced to use the one and only stairway to the flag). No-one said anything about flags only having one approach, but there are flags that have only two approaches. And that means that a single sniper can put a claymore at each one and shut it down unless you get a suicide charge.

              Claymores are intended to be defensive to protect a sniper's back. Right now they're being used to shut down flags and even offensively to spawn camp. This is not what they're intended for.

              I have no problem with being killed by a well-hidden claymore, but when it's in plain sight and I know it's there but can't do anything about it except abandon my quest to capture the flag in question? That sucks. There aren't always medics around after someone plays cannon fodder and trips the clay... I think they should be destroyable if you see them. At least then snipers would have to put a little more thought into their traps and "earn" the kill(s).

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              • Jemme101

                #22
                Re: destroyable claymores?

                Well if they become destructible again, I would also like to see them revert the number of clays a sniper gets. That was 4 if I remember correctly :)

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                • barz26

                  #23
                  Re: destroyable claymores?

                  Originally posted by Jemme101
                  Well if they become destructible again, I would also like to see them revert the number of clays a sniper gets. That was 4 if I remember correctly :)
                  yeh me too.

                  In your answer to the TV station in Sharqi, there's 3 approaches, will let you figure out the 3rd one or like has been said already medic/runner combo.

                  I understand where your coming from but what's worse, 2 claymores near a flag or 5 C4 packs placed around a flag that no one can move and waiting to go off as soon as the flag turns white???

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                  • Gav

                    #24
                    Re: destroyable claymores?

                    Originally posted by Jemme101
                    Well if they become destructible again, I would also like to see them revert the number of clays a sniper gets. That was 4 if I remember correctly :)
                    Yeah, I think they should do that too. And I also like the idea of snipers being able to pick up their clays again after setting them, like engineers can with their AT mines. If you set your clays up to protect you while you're sniping, and then you relocate (as a good sniper should), you're forced to leave behind your claymores - and you only get two!

                    I'm not anti-sniper or anything, I just think that claymores should be blown up by explosives - grenades, C4 etc. Whether bullets should trigger them or not I'm not really sure, but certainly something should!

                    Comment

                    • $kelet0r

                      #25
                      Re: destroyable claymores?

                      I understand where your coming from but what's worse, 2 claymores near a flag or 5 C4 packs placed around a flag that no one can move and waiting to go off as soon as the flag turns white???
                      in that case you can hunt spec ops player and kill him. Or even better that player might have died since or be too distracted to use his trap. With claymores there is no counter - they are insurmountable bar kamikazie charging them. What fun

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                      • barz26

                        #26
                        Re: destroyable claymores?

                        Originally posted by $kelet0r
                        in that case you can hunt spec ops player and kill him. Or even better that player might have died since or be too distracted to use his trap. With claymores there is no counter - they are insurmountable bar kamikazie charging them. What fun
                        same with sniper, hunt and kill him, and they disappear:hmm:

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                        • $kelet0r

                          #27
                          Re: destroyable claymores?

                          no they don't :hmm:

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                          • barz26

                            #28
                            Re: destroyable claymores?

                            Ok, go sniper, lay 2 claymores, get killed, respawn as sniper and lay 2 more in a different pllace, then go back to the original ones you laid and see if they are still there

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                            • $kelet0r

                              #29
                              Re: destroyable claymores?

                              thats the thing you have to lay new ones - the old ones will stay there for a long long time - time that you can waste waiting at that flag or give up and find one not so easily shut down

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                              • barz26

                                #30
                                Re: destroyable claymores?

                                will check tonight and get back to you, but i think as soon as ive been killed, once my kit disappears then so do the claymores but will check out and get back. Same as AT mines basically

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