destroyable claymores?

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  • Dr_Zyklon
    Member
    • Jul 2007
    • 414

    #31
    Re: destroyable claymores?

    nah i dont think they should be removable, perhaps disarmed by an engineer but not destroyed by a nade or c4, if so whats the point; besides they disappear when they are not set off after like 2 mins if the guy drops more

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    • Dynafrom

      #32
      Re: destroyable claymores?

      Perhaps put a claymore on top of the tank and when he or enemy troops walk by they die.

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      • beastoftheeast
        Member
        • Jul 2007
        • 191

        #33
        Re: destroyable claymores?

        engi should be able to remove it from behind.

        Comment

        • Black_05_TL_6sd

          #34
          Re: destroyable claymores?

          The Clays remain, I have gotten kills long after I set the clays, and even after I have died. The difference between the Clays and C4, is the fact that all you have to do is kill the Spec-op that set them, who is normally within range of where they where planted. The clays are there even if you kill the sniper. What fun is it to have a sniper run up to you throw a clay at you and as you kill him you blow up from the clay. That’s gay!!! It would also help for disarming them that you could clearly tell what was front and back when you have to remain 30+feet away from it not to set it off. Detection radius is to large and blast radius is to large. Being able to blow up clays that are in the open was a good thing. If they are well placed and hidden, then they are serving there purpose when the kill someone, but to just have them sitting everywhere!!

          As someone already stated, they are for defense, not offense, but they are continually used for offense.

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          • Geiger

            #35
            Re: destroyable claymores?

            Originally posted by beastoftheeast1
            engi should be able to remove it from behind.
            they can, but good luck getting behind it

            i think the best "fix" for this would be to have claymores not triggered by engineers, so they can disarm them

            Comment

            • BurnTheWeed

              #36
              Re: destroyable claymores?

              Originally posted by Geiger
              they can, but good luck getting behind it

              i think the best "fix" for this would be to have claymores not triggered by engineers, so they can disarm them
              It's been suggested before but I like the idea that an engineer can approach and disarm a mine only while prone. Makes it a little more realisitc.

              Comment

              • ugene91

                #37
                Re: destroyable claymores?

                Originally posted by Gav

                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).
                In Sharqi (I don't know about Warlord or the other maps you mentioned because I don't own SF) there are 3 different routes. The stairs in the actual TV Station, the Ladder on the side. Of course, these two can easily be 'claymor'd'. BUT, if there is a humvee/vod around (or you drive it there/have it dropped) you can hop into it, drive under the platform so that the car's turret is right under the outer little wall (of the platform where the flag is) and then hop into the turret. You'll be capping it like that, but you're a target for snipers. But barely anyone stays behind to guard TV other than the laying of claymores. You can do the same thing in Hotel- SAK by standing at the phone booth on the road side of the Hotel CP.

                I agree that the claymores are being used for the wrong purpose now. I've seen squads of snipers run up with a medic to the front of Hotel in SAK and laydown up to 8 claymores, and then start grenade spamming if any of them are still alive. And of course, this kills 8+ people because of the mass of people running into claymores and being killed in pairs. Of course defensively it is a briliant idea.

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