Re: New ROE
It went like this:
- mines used to kill everyone and engineers were not happy with blind idiots that drove over them. The blind idiots complained that engies block all the roads.
- DiCE "fixed" the troubles by making the mines destroyable. And practically useless (the only effective way to stop a tank was an ambush - hide a mine somewhere and when a tank comes close throw a grenade on mine)
- ofc it didn't work so they made the explosives unexplosive again. Because it wasn't a change big enough they added sv.friendlyFireWithMines options, setting it to 0 by default. And so they made them SMART!!!1! The mines and explosives don't get triggered by the friendlies anymore, the claymores (every sniper has 6 of them) cover all the ground near flags.
- the number of claymores is reduced again
Yeah, I play engineer a lot...
IMO, the correct method would be:
- friendly fire is ON
- when a teammate drives over the mine/walks over claymore and dies he loses a life (no revive possible) and one ticket because of his death. The engi/sniper's teamscore is reduced by 2, no additional teamdamage/vehicledamage/punish.
And while we're here:
- the mines (claymores are small enough, with a too big range) should be invisible to enemy team, spotted by their commander/snipers
- their should be different colored warning signals for the friendlies
It went like this:
- mines used to kill everyone and engineers were not happy with blind idiots that drove over them. The blind idiots complained that engies block all the roads.
- DiCE "fixed" the troubles by making the mines destroyable. And practically useless (the only effective way to stop a tank was an ambush - hide a mine somewhere and when a tank comes close throw a grenade on mine)
- ofc it didn't work so they made the explosives unexplosive again. Because it wasn't a change big enough they added sv.friendlyFireWithMines options, setting it to 0 by default. And so they made them SMART!!!1! The mines and explosives don't get triggered by the friendlies anymore, the claymores (every sniper has 6 of them) cover all the ground near flags.
- the number of claymores is reduced again
Yeah, I play engineer a lot...
IMO, the correct method would be:
- friendly fire is ON
- when a teammate drives over the mine/walks over claymore and dies he loses a life (no revive possible) and one ticket because of his death. The engi/sniper's teamscore is reduced by 2, no additional teamdamage/vehicledamage/punish.
And while we're here:
- the mines (claymores are small enough, with a too big range) should be invisible to enemy team, spotted by their commander/snipers
- their should be different colored warning signals for the friendlies
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