My design for a Battlefield 3. Would you move on from BF2 to this?

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  • scrat15

    #76
    Re: My design for a Battlefield 3. Would you move on from BF2 to this?

    I feel you Chris, that's all good.

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    • Chris_Redfield
      Member
      • Oct 2006
      • 5986

      #77
      Re: My design for a Battlefield 3. Would you move on from BF2 to this?

      LOL, nice. I was becoming desperate!

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      • Oronare

        #78
        Re: My design for a Battlefield 3. Would you move on from BF2 to this?

        Claymores arent manual detonation, they're a proximity explosive.

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        • scrat15

          #79
          Re: My design for a Battlefield 3. Would you move on from BF2 to this?

          Claymores are manually detonated, or proximity detonated if a trip device is hooked up and deployed. The latter isn't very practical as it would take a while to set up, so the former is the only viable and realistic option.
          BF2 has magic claymores that sense movement and that is part of the issue people have with them, I'm sure. I think manual detonation is realistic and reasonable (if we assume the effective range of it gets increased slightly as well to counter the lack of auto-triggering).
          It has been done in Ghost Recon AW 2 and seemed to work ok.

          Chris, do you have Xbox Live?

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          • Chris_Redfield
            Member
            • Oct 2006
            • 5986

            #80
            Re: My design for a Battlefield 3. Would you move on from BF2 to this?

            Naw, but I see your point. Thing is, GRAW and BF2 are different, where BF2 you often have to leave your claymore behind. And they are for different purpose. Take them as a snipers "you cant stab me in the back" card.

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            • zuiquan1
              Battleship Mod
              • Jan 2006
              • 1318

              #81
              Re: My design for a Battlefield 3. Would you move on from BF2 to this?

              Originally posted by scrat15
              Claymores are manually detonated, or proximity detonated if a trip device is hooked up and deployed. The latter isn't very practical as it would take a while to set up, so the former is the only viable and realistic option.
              BF2 has magic claymores that sense movement and that is part of the issue people have with them, I'm sure. I think manual detonation is realistic and reasonable (if we assume the effective range of it gets increased slightly as well to counter the lack of auto-triggering).
              It has been done in Ghost Recon AW 2 and seemed to work ok.
              But what would make them differ from C4?

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              • SJB

                #82
                Re: My design for a Battlefield 3. Would you move on from BF2 to this?

                sounds a BIT like Call of duty 4 imo

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