Claymores and mines

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • BG1

    #1

    Claymores and mines

    If they're going to leave the claymores and mines the way they are now (no FF), why not atleast make them destructable by nades, tank shells c4's etc... It would be a good solution I think.
  • rombaft

    #2
    Re: Claymores and mines

    I don't think so, the meaning was the same kit could pick the things up , but it had some bugs in it, so they left it out for now , with the result these new super noob weapons where born and there is absolutely nothing you can do about them

    Comment

    • BG1

      #3
      Re: Claymores and mines

      Originally posted by rombaft
      and there is absolutely nothing you can do about them
      Well that's the point, why not make them destroyable in the next patch but leave the ff off and then you could acutally do something about them. I also don't think they should follow through with that idea of letting others with the same kit pick up your stuff, that would cause a lot of problems.

      Comment

      • Cornbread Mafia

        #4
        Re: Claymores and mines

        YOu need to have an engineer remove them.... The ability to dsestroy mines and clays with grenades and tanks, makes them completely useless... If EA/Dice are going to do that they should make the mines and clays invisible to the enemy, unless searched for by an engineer..

        Comment

        • rombaft

          #5
          Re: Claymores and mines

          Originally posted by Cornbread Mafia
          YOu need to have an engineer remove them.... The ability to dsestroy mines and clays with grenades and tanks, makes them completely useless... If EA/Dice are going to do that they should make the mines and clays invisible to the enemy, unless searched for by an engineer..

          and how is an engineer going to be able to get to the claymore ?

          make it FF off, but like it used to be, destroyable with nades and stuff, and they won't be useless, they will be useless in situation where they are used now, a claymore is ment to be used a protection for the sniper, not as a primary weapon that you can spam everywhere

          Comment

          • BG1

            #6
            Re: Claymores and mines

            Originally posted by Cornbread Mafia
            YOu need to have an engineer remove them.... The ability to dsestroy mines and clays with grenades and tanks, makes them completely useless... If EA/Dice are going to do that they should make the mines and clays invisible to the enemy, unless searched for by an engineer..
            No it doesn't make them useless at all, it's not like you can spot well placed mines all the time and claymores are even harder to see. The only problem that people complained about in the previous version was that friendlies kept running over them, now that problem has been eliminated and that should be enough.

            Comment

            • Cornbread Mafia

              #7
              Re: Claymores and mines

              Originally posted by rombaft
              and how is an engineer going to be able to get to the claymore ?

              make it FF off, but like it used to be, destroyable with nades and stuff, and they won't be useless, they will be useless in situation where they are used now, a claymore is ment to be used a protection for the sniper, not as a primary weapon that you can spam everywhere
              How does anyone get to a claymore they want to disarm?

              Could someone show proof that a claymore is used only for protecting a sniper? Cause last i read, a claymore was both an offensive and defensive weapon..

              Comment

              • Cornbread Mafia

                #8
                Re: Claymores and mines

                Originally posted by BG1
                No it doesn't make them useless at all, it's not like you can spot well placed mines all the time and claymores are even harder to see. The only problem that people complained about in the previous version was that friendlies kept running over them, now that problem has been eliminated and that should be enough.
                MOst of the great spots to use mines are known.. And anyone with half a brain knows to go slow up a ladder because of the potential of a claymore...

                There are very few places where mines can be used. We already know about putting mines on the tops of slopes so that a tank driver wont see them coming up a hill..

                Overall the mines and clays were useless.

                Comment

                • ptegan
                  Member
                  • Jul 2006
                  • 2666

                  #9
                  Re: Claymores and mines

                  As already said, AT mines were useless once the 1.12 patch made them destructable by nades, something which wasn't asked for by the community.

                  I believe that DiCE weren't able to code the AT mines to be FF on (demanded by the engineering community) without doing the same for the claymores (not asked by anyone!)

                  I'd say yes to be able tyo clear claymores with nades as long as it doesn't affect how the AT mines work.

                  Comment

                  • rombaft

                    #10
                    Re: Claymores and mines

                    another point I also mentioned in another thread, the triggerdistance is way to big of claumores, and the splash damage must be decreased

                    Comment

                    • Bkelso8

                      #11
                      Re: Claymores and mines

                      The solution is simple: Turn FF back on for mines and claymores, but turn off the ability to punish for teamkills. That way sniper and engineer classes have 'incentive' to use the mines & claymores, but you don't have the ridiculous situation you see know on some SF maps (like Warlord) where there's a claymore every 20 feet or so..

                      Comment

                      • WhitecapUK
                        Member
                        • Aug 2005
                        • 50

                        #12
                        Re: Claymores and mines

                        I keep hearing this 'turn on the FF but take away the punish'. It still means the eng or sniper will lose points because 'tools' will still walk/drive into the things on purpose AND on some servers 4 TKs gets you kicked.

                        Leave it off - hopefully the rock/paper/scissors scenario will sort things out. Limiting the clays to 2 in 1.21 will go some way to addressing the issue but I do like the idea that I can defend myself or an area without having to worry about the idiots on my own team who really 'must' get to the top of that 'particular' ladder/place and will clear the mine/clay by suiciding themselves to clear their path in 15 seconds. Sorry troop........on the one metre range...in your own time........go on! BOOM Headshot! Now THATS a team kill!!

                        (Sorry but I do get somewhat excited over this issue)

                        Comment

                        • Cornbread Mafia

                          #13
                          Re: Claymores and mines

                          Originally posted by rombaft
                          another point I also mentioned in another thread, the triggerdistance is way to big of claumores, and the splash damage must be decreased
                          I'd say the splash damage is already greatly reduced..



                          I would much rather have realistic mines and claymores in this game than this artillery crap we have now..

                          Comment

                          • HowieMandel

                            #14
                            Re: Claymores and mines

                            under NO CIRCUMSTANCE, should you be able to be in a tank, see a mine, and simply shoot your tank shell at it, and then keep moving on, as it was in the previous patch. That seriously drove alot of engi's out to other classes. I mean seriously be real....why lay a mine when all you need to do is shoot at it or toss a nade, and its gone. That makes ZERO sense. If there is some super solution, fine, but this is NOT one of them.
                            Also, yes nooblets started to toss clays around. However, in each passing day, i see less, and less of it. Why? Being a sniper is about boring. Regardless. Heck, the first few days of this new patch, i was sniper, and laughed as i got good kills from the clays. However, it was new. Now its old. Now im back to good ol' fashioned teamwork, and flag capturing/holding.

                            Comment

                            • -Ryu^-

                              #15
                              Re: Claymores and mines

                              How is an engineer suppose to dismantle a Claymore? You get anywhere near it and it blows you up, perhaps a bug but on almost every occassion this happens. I thought Claymores only blew you up when you actually step on it? I believe the poster is right Claymores should be destructable. At the moment all you see is a flag covered in Claymores and in maps like Peninsula how are we expected to capture the flag?

                              Comment

                              Working...