The Claymore Workshop: New Ideas Required

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  • $kelet0r

    #16
    Re: The Claymore Workshop: New Ideas Required

    hmmm spotting claymores might make life easier for everyone - the only problem being that well it doesnt really help anyone unless there is a way of disarming them - engineers currently can only really disarm a claymore from behind - disarming from any other direction is a very quick trip to the respawn screen

    as a compromise - giving claymores hitpoints and making landmines disarmable by engineers only seems fair

    Comment

    • IntensivCareBear

      #17
      Re: The Claymore Workshop: New Ideas Required

      ok, first of all, crawling around is a partial solution. why is it partial? look at the following scenario of what it would be like.

      look at the first mec point in karkand.

      70 percent of players are sniper claymore dispensers. they bunny hop in, drop claymores off, bunny hop out.

      the other 30 percent, pkm whores, wait until the enemy comes. half of the enemy runs into the claymores, the other half goes prone, trying to disarm them with wrenches....also, most of the engineers trying to disarm the claymores get blown up by them, reflecting their completely messed up explosion radius. the engineers come in 12 feet to the side or even behind a claymore... boom. unfair but thats what happens. and of course the engineer and people far to the sides and behind die.... even if in real life the claymore would only fire forward, even if it was detonated from the side. the remaining probably 2 engineers try and remove the claymores....

      pkm whores knife, grenade and shoot the hell out of the prone engineers.

      second wave. claymores put down again. more prone engineers. tank campers show up. wow, what fun!

      whats the answer? try giving claymores a 5 second deploying, in which the sniper must be prone, and not moving.

      rather than stupidly dropping the claymore in a split second while bunny hopping around, now you must be in a secure location to deploy one.

      also, at least SOME weapons must destroy claymores, just as they do in real life.

      if you take the time to see a claymore 40 feet away and shoot it, that should do the job. in real life a shot up claymore would explode, and if it was hit by a grenade it also would.

      Comment

      • vbl

        #18
        Re: The Claymore Workshop: New Ideas Required

        Originally posted by IntensivCareBear
        well bfa variable, you managed to say this, but with a lot more words.

        the rules are:

        claymores cant be detonated by teammembers, also explosives and guns cant detonate them.

        so the only way to clear a claymore.... is to have everyone medic, one jumps in front of the claymore and blows up, then the next revives him.

        or you can go around the claymore! what a great idea, except anybody who has actually played a claymore whore map knows that if the claymore dispenser actually showed brain activity, theyd make it so that you CANT go around the claymore! try a staircase, narrow corridor or ladder.

        whats the answer to that? be a sniper as well, and bunny hop dropping your own claymores in positions that cant be got around?

        well you know what? when i tried out the claymores, i simply drop one on the ladder at the karkand first mec flag, and another by the stair case.

        there is NO WAY around that. the only way is to revive a teammate after they hit it, or much more commonly simply let them die to clear the path.
        wow! what an incredibly gay format! but the bunny hopping claymore dispensers are sure happy with it!

        this is just pathetic. if claymores are not changed significantly, every single urban map will be ruined, unless everyone decides to hop around dropping off claymores.

        i can see claymores fine. too bad their explosion radius is the most messed up thing in the game.... ive been one foot directly in front of them and not had it explode, but been 12 to one side or even behind and had it explode, killing me.

        bfa variable, its time you actually heard some facts.

        number 1. nothing in bf2 does realistic damage, EXCEPT claymores.

        2. in real life claymores are detonated by the person who laid them (who is not a sniper by the way, engineer would be much more realistic), and you CANNOT SIMPLY DROP THEM IN LESS THAN A SECOND, bunny hopping around in a melee.

        3. in real life, if you shoot a claymore or throw a grenade at it, it will be destroyed and will not work.

        start living in reality. unless you want 80 percent of people bunny hopping around dropping claymores, and the other 20 being pkm whores, then BFA| variable's "criteria" are complete bs and allow nothing to be changed.
        BF2 isn't real life, so stop citing it like it matters.

        Comment

        • CaptJordus

          #19
          Re: The Claymore Workshop: New Ideas Required

          Originally posted by ||bfa||variable
          I just don't see this working. Claymores wouldn't be able to distinguish between damage from a nearby grenade vs artillery, bombs, cannon fire, etc.

          .

          Yes, they would.

          If you notice, not all weapons/projectiles/explosions are created equal. There are discernable differneces in the game for the same projectile hitting different things.

          IE. Certain vehicles take more damage from a certain gun, while other vehicles take vastly different damage from the same gun.

          They could fairly easily code it to go around arty, C4, etc.

          A
          If
          Explosion=1
          then
          Goto B
          else
          If
          Explosion=0
          Goto A

          Grenade=1
          Artillery=0
          C4=0


          Thats the general idea, anyway.

          If DICE had halfway competant coders, it could work. Their easy fix is to make all explosions do or dont destroy something.

          Comment

          • vbl

            #20
            Re: The Claymore Workshop: New Ideas Required

            Originally posted by CaptJordus
            Yes, they would.

            If you notice, not all weapons/projectiles/explosions are created equal. There are discernable differneces in the game for the same projectile hitting different things.

            IE. Certain vehicles take more damage from a certain gun, while other vehicles take vastly different damage from the same gun.

            They could fairly easily code it to go around arty, C4, etc.

            A
            If
            Explosion=1
            then
            Goto B
            else
            If
            Explosion=0
            Goto A

            Grenade=1
            Artillery=0
            C4=0


            Thats the general idea, anyway.

            If DICE had halfway competant coders, it could work. Their easy fix is to make all explosions do or dont destroy something.

            Welp, I've never claimed to be a coder - I just know that the previous implementation of explosion-detonation didn't work at all because a simple stray LAV-25 round would set them all off.

            Comment

            • IntensivCareBear

              #21
              Re: The Claymore Workshop: New Ideas Required

              i must say, that changing the entire focus of the game to how to safely remove claymores isnt the greatest idea....

              if one gun, say a m95, can remove claymores, then everyone will use it, and deploy claymores themselves.

              ea needs to use a method that puts claymores in their place.... taking them away from snipers and putting them onto the underutilized engineers would be a first step.

              Comment

              • WarMace

                #22
                Re: The Claymore Workshop: New Ideas Required

                Making them spottable is a good start, but adding a visual in game flag is better. Like the flag mine sweepers would leave over a discovered vehical mine.

                Comment

                • JDSENT

                  #23
                  Re: The Claymore Workshop: New Ideas Required

                  Problems with answers stated:
                  How would an engineer disable a claymore? He would have to be able to approach it. If he can approach it knowingly he could approach it unknowingly. If he can approach it unknowingly he has an advantage over all other classes.

                  Who would notice a claymore in a vehicle turret or tank or whatever?? Much less stop to destroy it.

                  Possible solutions:
                  As before stated they should dissapear 5-10 seconds after the placer has died (but still exist if someone picks up the kit he was using).

                  Only two claymores at a time may be layed down by any person. (I know the opposing team could just whore the sniper class but this helps a little)

                  Reduce claymore motion sense range and damage.

                  Originally posted by IntensivCareBear
                  whats the answer? try giving claymores a 5 second deploying, in which the sniper must be prone, and not moving.

                  rather than stupidly dropping the claymore in a split second while bunny hopping around, now you must be in a secure location to deploy one.
                  Very, very good idea. CareBear hit the nail on the head.

                  Comment

                  • vbl

                    #24
                    Re: The Claymore Workshop: New Ideas Required

                    Originally posted by JDSENT
                    Problems with answers stated:
                    How would an engineer disable a claymore?
                    Same way he does now. Wrench.

                    Originally posted by JDSENT
                    He would have to be able to approach it.
                    See prone suggestion.

                    Originally posted by JDSENT
                    If he can approach it knowingly he could approach it unknowingly. If he can approach it unknowingly he has an advantage over all other classes.
                    Not sure what you're getting at here, but yes, the Engineer would have (and does have) an advantage in being the only kit able to disarm claymores. That's not a bad thing.

                    Comment

                    • JDSENT

                      #25
                      Re: The Claymore Workshop: New Ideas Required

                      Originally posted by ||bfa||variable
                      Same way he does now. Wrench.



                      See prone suggestion.



                      Not sure what you're getting at here, but yes, the Engineer would have (and does have) an advantage in being the only kit able to disarm claymores. That's not a bad thing.
                      Ok, as long as he needs to be prone to disable then its not as big a deal. (Sorry I read all the other posts I just didnt put 2 and 2 together lol)

                      Comment

                      • LaGrenouille

                        #26
                        Re: The Claymore Workshop: New Ideas Required

                        I think claymores "a la splinter cell", where you can move slowly (prone and crawl) in front of it without setting it off are actually a great idea! The people claymores were meant to kill are essentially those who don't (or can't) take the time to look around the corner.
                        But I don't think it's ever going to make it into the game...

                        Comment

                        • variablek

                          #27
                          Re: The Claymore Workshop: New Ideas Required

                          i believe that the claymores should be 2 to 3 times stronger in range...

                          claymores have a front blast radius of 9-12 ft high @ 150 ft long in a 150 degree area...they also have a 20-30 ft back blast...i thing not making this totally true but implementing it in a smaller scale would the game a little more realistic....

                          THAT BEING SAID...that idea would have to go hand in hand with this idea...the sniper class should only be allowed one claymore per death....claymores in real life do not have motion sensors...they have either trip wires or MORE comonly the clacker....whick is either connected to a wire or transmitted by handheld to the forward observation post in any small army squad....

                          so i think the sniper should have to detonate it manually via a special forces like detonator...this would eliminate essentially "fire and forget missles" and claymore spam...

                          now if you wanted to be really serious make the claymore hurt teamates...so the it is up to the sniper to place it well...manage it well...and ensure no teamate is in either the larger front blast radius or the smaller rear blast radius...

                          i think this would not only make the game more realistic but limit claymore spamming ...

                          sorry one last note...since the claymore is now a one change shot...it would be stronger but not only in the sense of range...but penetration as well...say there are 2 guys deep right behind each other....current claymore takes out one...not likely...my suggest claymore will take out both...therefore it balances it out a little more!

                          what do you think????

                          sorry another one....this way you could elimiate the whole crawing around deal because that i feel would slow/ruin the action the BF2 is...

                          Comment

                          • IntensivCareBear

                            #28
                            Re: The Claymore Workshop: New Ideas Required

                            well improving claymores, and eliminating the prone option sure aint going to fix the problems, rather with variable's k 81s suggestions the game would become completely unplayable outside of a vehicle.

                            if bfa variabls prone suggestion is combined with mine of a 5 second deployment time in which the sniper must be stationary and prone, the problem would be almost fixed.

                            except probably the biggest problem with claymores today is the sheer volume.

                            the sniper should have only one claymore, that takes 5 seconds to deploy while prone.

                            this way, if a sniper places a claymore in a secure location, or one where he is not going to get shot, then the claymore will have a good chance of killing somebody, basically for free, although not as free as just bunny hopping and dropping 2 in the enemy base for 2 free kills.

                            Comment

                            • Batausu

                              #29
                              Re: The Claymore Workshop: New Ideas Required

                              A claymore is meant to kill, right? But at the same time, it should be invisible. Once you see it, you can avoid it, so you defeat it's purpose. What if engineers should be able to defuse it just by spotting it and then using their wrench on it? It's a game, it doesn't have to be like in real life. The real problem is to spot the claymore in the first place. After that, the game should assume you are competent enough to disarm it safely.
                              Placing claymores should be a skill, not like now, everywhere…
                              Not spotting it, you know what should do: BOOM!
                              Same thing about disarming enemy C4 and mines. Let's show them engineers are not stupid.

                              Comment

                              • IntensivCareBear

                                #30
                                Re: The Claymore Workshop: New Ideas Required

                                well batausu, i see ALL of the claymores.

                                theyre put in places that you cannot get behind them, or around to your destination without detonating them.

                                simple as that.

                                and you cannot have whole teams being engineers just to disarm everything.... engineers should have claymores in the first place, although only 1 at a time.

                                Comment

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