explosives

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  • Roger Smith
    Member
    • Aug 2006
    • 1390

    #16
    Re: explosives

    Originally posted by CyberDuck
    Mines should be as strong as a commander asset? So 2 C4 to kill a claymore? Why not just run at it and get revived by a medic? lol
    o right, i meant half as strong.

    Originally posted by CDN-SMOKEJUMPER
    I got an idea, go around heavily mined areas. I never seem to have this problem with mines and claymores.
    this thread doesnt have to do with how well i personally can deal with explosives, it has to do with the fact that the current system rewards farming and doesnt reward situational awareness.

    Comment

    • Roger Smith
      Member
      • Aug 2006
      • 1390

      #17
      Re: explosives

      Originally posted by Sir. Blades
      I like everything except that C4 should be able to be disabled. Its nerfed enough already.
      how was c4 ever nerfed? it seems as effective as ever too me, it can still be jump thrown aswell.

      Comment

      • Beerman

        #18
        Re: explosives

        Good ideas, wont happen though. DICE too lazy.

        Comment

        • Roger Smith
          Member
          • Aug 2006
          • 1390

          #19
          Re: explosives

          Originally posted by VeNoM:[AK]
          Good ideas, wont happen though. DICE too lazy.
          thanx

          Comment

          • Cobra7892

            #20
            Re: explosives

            I think the claymores should be very volitile and if shot explode more violentley than if set off in the proper manner

            Comment

            • dishheadd

              #21
              Re: explosives

              Originally posted by roger smith
              how was c4 ever nerfed? it seems as effective as ever too me, it can still be jump thrown aswell.
              Well, c4 has been nerfed with 1.3 and it can only be "jump thrown" about half the distance as before. I could handle this distance, however in the 1.4 Beta 2 they nerfed c4 throwing even more; about half the distance you can chuck them now. So, enjoy the c4 over walls for now because it is completely rediculous how much they reduced the distance in the "jump throw" in Beta 2. Lets hope they re-think this nerf or else spec ops is going on the back burner for me.

              Comment

              • EliteOneOneSeven

                #22
                Re: explosives

                Originally posted by ConscriptVirus
                i dont really like it...as a spec ops i love how my c4 is usually undetected thats how i get most of my kills nowadays since the g36c is not really powerful. i like the whole explosives system as it is now..maybe the engies should be able to diffuse the C4, but htey shouldnt be able to know where it is exaclty with a big red X
                The G36C is powerful at semi firing mode. And I do not agree with the explosives should dissappear in 10 secs after the deployer dies. Some people might pick their kit up.

                Comment

                • imported_yehaaa7

                  #23
                  Re: explosives

                  my toughts:

                  -friendly mines/claymores/c4 should have a blue x

                  agree with u. yellow x: your placed c4.

                  -enemy mines should be invisable unless a friendly engineer is "in range", then they should have a red x

                  or u could 'spott' it (enemy anti vehicle mine spotted) and should be visible till it disapear

                  -enemy claymores should be visable but shouldnt have a red x unless a friendly engineer is "in range"

                  my toughts:

                  -friendly mines/claymores/c4 should have a blue x

                  agree with u. yellow x: your placed c4.

                  -enemy mines should be invisable unless a friendly engineer is "in range", then they should have a red x

                  or u could 'spott' it (enemy anti vehicle mine spotted) and should be visible till it disapear


                  -enemy c4 should be visable but shouldnt have a red x
                  nope

                  -mines should be destructable, but should be half as strong as a commander asset

                  i agree.

                  -c4 should be able to be disabled (not detonated) by shooting it a couple times, or chucking a grenade near it

                  or only with wrench (engies are like bomb defusers)

                  -engineers should be able to disable c4

                  yes thats good.

                  -snipers and spec ops should be able to pick up thier types of explosvies

                  YES!

                  -engineers, snipers and spec ops should only be able to remove/pickup/destroy thier own explosives, or the enemies, but not teammates.

                  pickup only.
                  -all explosives should disapear no more than ten seconds after thier thrower dies

                  Comment

                  • Dairuka
                    Member
                    • Aug 2006
                    • 2730

                    #24
                    Re: explosives

                    Engineers should get like 2 points for disabling every enemy claymore, or AT mine.

                    Comment

                    • EliteOneOneSeven

                      #25
                      Re: explosives

                      I agree with picking up the C4s, sometime i put it in the wrong place and want to pick it up again.

                      Comment

                      • Lt.Kris

                        #26
                        Re: explosives

                        I dont agree although I prefer these changes:

                        Engineers remove enemy C4 ability.

                        Hidden AT mines with engys only able to spot them.

                        No Red X's on enemy explosives.

                        but in the end the explosives system if it stays like this I really dont mind, its fine IMO. Other things are more important.

                        Comment

                        • dblEdge

                          #27
                          Re: explosives

                          I was thinking that smoke nades should remove claymores as that causes motion... or maybe flashbangs. There's definitely something to claymoring the area south of the hotel in Karkand. It's how I got my vet. explosives badge and I felt guilty as hell as doing it. The dirt still won't come off

                          Comment

                          • Roger Smith
                            Member
                            • Aug 2006
                            • 1390

                            #28
                            Re: explosives

                            Originally posted by dblEdge
                            I was thinking that smoke nades should remove claymores as that causes motion
                            i would say smoke could temporarily disable claymores, but it wouldnt work unless smoke lasted a decent amount of time.

                            Comment

                            • DOGGiE52
                              Member
                              • Dec 2006
                              • 2680

                              #29
                              Re: explosives

                              Originally posted by roger smith
                              -smoke greandes should last longer
                              This is basically the only thing I agree with you on...

                              Comment

                              • light bread

                                #30
                                Re: explosives

                                what good is 30 second mines....

                                Comment

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