The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

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

    #1

    The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

    1. ALL guns and ALL explosives destroy claymores. you want claymores that do realistic damage even though nothing else in the game does? then the claymore can be blown up as it could in any sensible game.

    2. If a teammate walks in the claymore explosion radius, then it EXPLODES, but he IS NOT DAMAGED.

    this way both parties benefit. no tk or negative points for sniper, no damage to teammate.

    simply a reminder that you CANNOT LEAVE 2 claymores in the first MEC base at karkand, knowing that you will get 2 free kills.

    yet, if you leave a claymore in the enemy base and an idiot teammate blunders into it, youre only minus one claymore, not a tk and a claymore.
  • vbl

    #2
    Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

    Pass on #2.

    Comment

    • IntensivCareBear

      #3
      Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

      as long as number 1 is implemented the game is properly balanced.

      number 2 makes it perfect.

      however, land mines should be destructible, but with a large explosion so that morons cant stand over them with a pistol, or theyll be blown sky high with a c4 force explosion.

      land mines SHOULD NOT TK or explode on contact with friendly vehicles.

      land mines are not whored, are a good balance on vehicles and also help the extremely underutilized engineer class.

      Comment

      • thecheat

        #4
        Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

        I don't think land mines should be destructable...That would mean enemy armor could just blast a round into it and go right through. That would kind of defeat the whole purpose. As would the destroyable claymore..

        Maybe if claymores were set up so that the ONLY way to blow it would be to shoot it from BEHIND with a BULLET and not just tossing a nade..

        Comment

        • goaliemike

          #5
          Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

          Well if you could shoot/nade the clay that would encourage stealthing them

          Comment

          • vbl

            #6
            Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

            Originally posted by goaliemike
            Well if you could shoot/nade the clay that would encourage stealthing them
            That's the thing - it wouldn't matter. Anything nearby will set it off, including explosions on the other side of a wall. Artillery, incidental grenades. It sucked when explosions set off claymores because they never lasted more than 20 seconds.

            No, disarming/removing them should be a careful process that requires a little more than just spamming grenades.

            Comment

            • tsh2005

              #7
              Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

              Just make them back to tking except mines beacuse they are never spammed.

              CLAYMORES are not a smart bomb and shouldnt know who is friend and who is foe.. Why do people keep thinking this?

              Spamming of flags and everything needs to go. Make it so nades or something can blow them up. They are not indestructible

              Comment

              • s3r3n1t1

                #8
                Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

                Originally posted by tsh2005
                Just make them back to tking except mines beacuse they are never spammed.

                CLAYMORES are not a smart bomb and shouldnt know who is friend and who is foe.. Why do people keep thinking this?

                Spamming of flags and everything needs to go. Make it so nades or something can blow them up. They are not indestructible
                I agree

                To the OP, also great ideas!

                Comment

                • Cornbread Mafia

                  #9
                  Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

                  If claymores and landmines are to be destroyed by other explosives, then landmines should be invisible to the enemy until one is found by a vehicle hitting it; then all landmines in the immediate area(30m) become visible..

                  Likewise, claymores are invisible until one is tripped, then any more claymores in the immediate area(15m) become visible.

                  This would represent real life claymores and landmines more accurately, as no one would lay a clymore or landmine in plain sight..

                  Comment

                  • s3r3n1t1

                    #10
                    Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

                    well on a map like karkhand they would only have the street terrain to use so they would be easier to spot, so hiding behind corners and at the top of ladders is the kind of idea. In grassy and wooded areas they would be less easy to find.

                    I think making them invis' would be moving towards the unrealistic, next time u are a sniper and at a grassy area drop a claymore and ull see its actually pretty hard to spot, thats why they used to have the red skull and xbones. which worked fine for me. same with mines.

                    Comment

                    • stevo1971

                      #11
                      Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

                      i think the reason why they stopped the mines from TKing is because complete noobs would just stroll over them even though there was a big red skull and cross bones on their screen, and the result was that the pserson who had planted it got auto kicked from the servers for too many TKs.. mines are now noob friendly, to protect the person who planted them

                      Comment

                      • bigrsmith

                        #12
                        Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

                        if you want it real, while in the service, we got to train with the claymores. None of them would be set off just because someone walked past it. You actually had a wire that connect the claymore to a hand held device. you watch and then throw the safety when you are ready and squeeze. This was what set it off.

                        Comment

                        • Sir. Shpox

                          #13
                          Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

                          Everyones mentioned #2 but Dice hasn't implented yet, no word from them.

                          Comment

                          • aLLyBOOM
                            Member
                            • Jul 2005
                            • 687

                            #14
                            Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

                            Originally posted by IntensivCareBear
                            2. If a teammate walks in the claymore explosion radius, then it EXPLODES, but he IS NOT DAMAGED.
                            That definitely makes more sense than how it is at the moment...

                            Comment

                            • s3r3n1t1

                              #15
                              Re: The Final Solution to Bunny Hopping, Nade throwing Claymore Dispensers

                              Originally posted by bigrsmith
                              if you want it real, while in the service, we got to train with the claymores. None of them would be set off just because someone walked past it. You actually had a wire that connect the claymore to a hand held device. you watch and then throw the safety when you are ready and squeeze. This was what set it off.
                              Ahhhh I see.
                              can they also be rigged to be set off by a tripwire also?

                              Comment

                              Working...