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At least decrease trigger distance and splash damage of claymores
Re: At least decrease trigger distance and splash damage of claymores
Originally posted by Jim_Sniper
As a regular sniper, i find clays one of the most important pieces of kit, considering that they have no armour or automatic weapons or any real team abilities... claymores are essential. brilliant for escapes
I agree 100% that claymores are great for escapes, however maybe 5-10% of people are actually using them for that reason. Now it's just basically a C4 that you don't have to detonate and all of them don't blow up at the same time. Pretty much smart bombs everywhere.
Re: At least decrease trigger distance and splash damage of claymores
Originally posted by rombaft
how can you kill the sniper who put them there if he is already long gone, and even when you kill him the claymores just stay there for some time
How can I destroy a tank with a sniper? Is the tank driver being noob because he kills me with his tank? It's a same dilemma.
Go to another flag, and consider yourself defeated if you're afraid of claymores.
you are talking about claymores in real life , lol , tripwires should be visible then , and chould be places also, and the fact tripwires go sideways, not from the front because the lever isn't plased this way
That's right and that's what I meant with tripwires=detonation radius in BF2.
Claymores wouldn't be much use in BF2 if they didn't have this kind of radius.
when the claymore is behind the wall, you just can't see it, this is what I mean with "you can't do anything about it"
Well no S**T Sherlock. Isn't that the whole point for mines? To be hidden as long as possible to cause casualties for opposing side and then obstruct their movement?
there are ways to get points who are just lame, such as noob tubing, jihaad jeep, and now putting claymores everywhere because they don't kill your teammates , it's lame as hell, is 0% skill and is getting points for free, also destroying gameplay, BF2 is a first person shooter, not a game like minesweeper
But you're the one who's doing the "minesweeping" part. This is a first person shooter, don't run into mines! What do you care how other people get their points? If you think that there are "lame ways" of getting points, don't do it then. Claymores and mines generally are part of warfare and also, wether you like it or not, part of BF2.
and it is exactly this what describes you, it's exactly this attetude wich is destroing the gameplay , it are people who think like this who just won't understand gaming, they don't even do it for fun, they just think of winning bla bla bla
How do you know that I'm not playing BF2 for fun? I'm not the one who's crying when I get killed. Even when it is with very NOOB OMG!!!11 way. You on the otherhand...
I still can't understand how claymores are "destroying the gameplay". But then on the otherhand, I've only died about 1-2 times on Claymore since 1.2 which I consider very normal "rate". I understand that "spamming" with from ammoboxes may be annoying to some but that will be addressed in the 1.21 patch.
Re: At least decrease trigger distance and splash damage of claymores
The only time that I've, personally, been annoyed at claymores was while playing on Wake Island the other night. Some smart guy kept placing claymores in the places people would spawn while attempting to take South Base. Every time I spawned, BOOM, I'd take one step and die, lol.
Re: At least decrease trigger distance and splash damage of claymores
why is everything a noob weapon? lets see, first it was the cobra, then the planes, and the GL, dont forget about the M95, oh and the c4, cant forget about the BH, now its the claymores. did i forget anything? oh yeah now the AA is a noob weapon.
Re: At least decrease trigger distance and splash damage of claymores
Originally posted by bigpappa
why is everything a noob weapon? lets see, first it was the cobra, then the planes, and the GL, dont forget about the M95, oh and the c4, cant forget about the BH, now its the claymores. did i forget anything? oh yeah now the AA is a noob weapon.
even you have to admit, the claymores as they are now, take very little skill to get a kill and take a lot to counter.
Re: At least decrease trigger distance and splash damage of claymores
Oooops! I thought claymore FF had been turned off with the patch. So on a server today I got killed (swore i heard a M95 and swear that's what killed me) but then started thinking, went up the same ladder, saw the claymore, didn't go anywhere near it, and bang, again TK. Thing that sucks is I punished the first time around because it seemed so blatent. And then the second time around the guy musta been thinking "jesus christ man you're retarded!". So what was that, -8 points on the poor bastard because of the two tk's? I left the server because I felt so bad/stupid. He never typed anything though. But I'm sure he was cursing up a storm.
First time I've ever been killed by a claymore btw. EDIT: that I know of. Is there a way to look that up?
Re: At least decrease trigger distance and splash damage of claymores
Originally posted by BurnTheWeed
even you have to admit, the claymores as they are now, take very little skill to get a kill and take a lot to counter.
why does it have to be based on skill? if u run into a claymore, it was obviously placed in a good spot so u couldnt see it, thats the whole point of using claymores. so if i placed a claymore in the middle of the road and u run into it, i have no skill?
Re: At least decrease trigger distance and splash damage of claymores
Originally posted by Keith Maniac
Kill the sniper who laid the claymores there or don't even try to take those flags since they're too well defended. That's what the mines are for; to keep the enemy units away from certain areas.
A. If you knew what you were talking about, you'd know the claymores stay active even if the sniper is dead. The only way to get rid of them without triggering them is if the sniper lays more elsewhere, or if he respawns as a different class.
B. So, in the case of your 'well defended' argument, we should just roll over and play dead if the other team decides to multi-claymore every flag? Lol, your logic is entertaining, at least.
Originally posted by Keith Maniac
Well that's where their efficiency is based on in real-life too. The whole idea of claymore is to "shoot" the target when he launches the tripwire. And the target most likely doesn't launch it if he sees where it is. You don't have to step directly on the claymore to detonate it in real-life either.
Using real life as an argument isn't an argument at all. If it was real life, I could shoot the claymore with any gun I wanted to. If it was real life, I could disarm the claymore. If it was real life, I could bring up a ladder to climb over the obstacles funneling me into the claymore.
In other words, this isn't real life, and every time you try to use that silly argument, there are just as many "real life" examples that disprove your point.
Originally posted by Keith Maniac
Yeah it's like you're forced to run into claymore by some invicible force.. :laugh:
Yeah, the need to take that flag, so somebody has to throw themselves on the claymores, multiple times, while everybody else is trying to prevent more claymore spam from being dropped.
Really, arguing with you about this is pointless, because you're missing the key issue. Claymore spamming and dealing with claymore spamming are not fun passtimes for a majority of the bf2 community. Sure, there are a couple of smacktards who can't think of anything more fun than noobing multi-layer claymore defenses, but hopefully they're few and far between.
Give them as many claymore as they want, but they should be triggerable by an AoE effect, or a direct bullet hit. That way, you get what you want---the undetected claymore is still highly effective---while we get what we want, removal from the game of a stupid tactic that is ruining many of the maps.
Re: At least decrease trigger distance and splash damage of claymores
Quit mentioning the tripwires, assume it's an infrared trigger and quit arguing about it.
The problem is simple, claymores were added to cover a sniper's ass so he didn't get stabbed. Instead, they're being used to completely block access to points. In a game where the primary objective is to cap those points, and a ton of the maps have limited ways to them, something that forces a death just by going for it is overpowered.
Re: At least decrease trigger distance and splash damage of claymores
I was in a room with one door and a sniper ran in and dropped a claymore right before he died.
So there I was, standing perfectly still in front of the claymore, hoping he'd change class. Well, he didn't, and he didn't place new claymores, so that one just sat there, waiting for me to move. I eventually moved, and of course, died.
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