Enginers CAN remove Claymomres

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  • FullClipp

    #46
    Re: Enginers CAN remove Claymomres

    that is a good thread, lets hope someone takes note!

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    • DimeBagWhore

      #47
      Re: Enginers CAN remove Claymomres

      Originally posted by FullClipp
      Claymores should be trip-wire or clackers detonated, not proximity. If theres a trip wire, you can spot it, dis-arm it or detonate it by shooting it or something, even jumping over it maybe... It gives people half a chance, plus if the sniper has any sense he/she will hide it well enough that the kill/s will be worthy and they can catch people out who are trying to doge the clay. That said, the sniper will probably be concentrating on sniping rather than worrying about ambushing. The sniper can still use it as a rear guard with the trip wire but will have to be a bit more aware of someone bypassing it!
      That way the clay can be used as its supposed to, as a booby trap or for ambushes etc, not a drop and forget to get a kill. Think of it like dropping c4 like mines and blowing the crap outta peeps when the get near it.

      I got killed by a clay the other day whilst i was in the tank gunner position and we drove past one, how annoying was that! :evil:
      This is a very cool idea. It reminds me of a game I played waaay back based on the Spy vs. Spy cartoon. You could run around setting up booby traps that caused death in various amusing ways. Pity there is no way it will happen in BF2. I just don't see them adding the code required at this late stage.

      I think the easiest fix would be to require a much longer time to set clays. That way snipers couldn't just drop them while running away, or set them repeatedly in high traffic areas, or spam them in places like the towers on Sharqi and Warlord.

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      • Roger Smith
        Member
        • Aug 2006
        • 1390

        #48
        Re: Enginers CAN remove Claymomres

        Originally posted by FullClipp
        that is a good thread, lets hope someone takes note!
        thanx

        Originally posted by DimeBagWhore
        I think the easiest fix would be to require a much longer time to set clays. That way snipers couldn't just drop them while running away, or set them repeatedly in high traffic areas, or spam them in places like the towers on Sharqi and Warlord.
        that would definitly help, but if you played pre 1.3 you would know that they were fine when they were destructable, how interconnected can mines and clays possibly be.

        Comment

        • redrider

          #49
          Re: Enginers CAN remove Claymomres

          I think the only real solution is to make the reloading time, for the claymores, longer. Two times longer.
          When we could blow them up with granades the claymores were useless and when that was stopped some people would spam claymores. Neither one was a good Idea. I think that the way they, claymores, are now is about as good as it could be but the reload time seems to be to short.
          Personally I rarely use more than 2 so the reload time doesnt mean much. I have noticed that some people still try and spam them. I have killed or seen several snipers teaming up with support troops and dropping claymores every where. Maybe the resupply time, not the reload time, needs to be changed. This would slow down the granade spammers also. What do you think? . . . . . . . .Red

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          • Mekstizzle

            #50
            Re: Enginers CAN remove Claymomres

            Dice have already said they aren't doing anything about the claymores or the J10's. The J10 issue will be forgotten seeing as everyone will play Wake/any map doing IO mode and the claymore issue will not be a problem as everyone will be medic or sniper on IO mode so they can all claymore spam and revive whore all they want.

            End of story. Snipers win. They will be on Sharqi/Mashtuur/Karkand/Jalalabad/Wake. Avoid those maps and you avoid claymores. Simple really. Once 1.4 comes out i'll be able to play 64 man servers of nice maps like Oman and stuff. Screw the infantry crap it's getting boring anway. Prone-to-kill what a bunch of ********.

            Comment

            • strido

              #51
              Re: Enginers CAN remove Claymomres

              Originally posted by poisonsoul
              I've been thinking for sometime about an idea I think can improve snipers or engineers.

              I think that snipers or engineers, one or the other or both, whatever the majority prefers, should be immune to claymore. In other words be able to run over claymores without detonating it.


              ...well there's a flame worthy post.

              Comment

              • Roger Smith
                Member
                • Aug 2006
                • 1390

                #52
                Re: Enginers CAN remove Claymomres

                Originally posted by Stizzle
                Dice have already said they aren't doing anything about the claymores or the J10's.
                corection, they said they couldnt do anything for 1.4
                Originally posted by Stizzle
                Avoid those maps and you avoid claymores.
                might aswell avoid sf aswell then hugh?

                Originally posted by redrider
                When we could blow them up with granades the claymores were useless
                bull freaking ****, a hidden claymore would get you every time, except for bottleneck areas, its a booby trap, and its not destructable, theres absolutly no insentive to hide them.

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