Here are the ground rules for this thread:
Now that I've outlined some rules that most people won't follow, let's move onto the subject at hand.
Claymores
I don't really understand why people still think they're unbalanced, but I understand that some folks have had rough times dealing with the new claymores - so some tweaks might not hurt.
There are two Old Ideas (i.e. not welcome here) that folks keep suggesting to "balance" claymores, but they're simply not acceptable. Let's talk about why:
Making something useless is not "balance". Don't suggest either of these solutions or you will be ridiculed.
New Ideas: Requirements
I want new ideas. We need new ideas. So let's establish some basic rules that we can (hopefully) all agree upon for the sake of suggestions.
Feel free to suggest amendments to these basic requirements.
New Ideas: Um, Ideas
My first suggestion to balance claymores is pretty straightforward. It goes something like this:
- You are not allowed to criticize an idea without offering a suggestion to improve it or otherwise address the issue. No Devil's Advocates allowed.
- If a suggestion has been discussed and reasonably proven/disproven, do not bring it up again. You are expected to read all posts before you add any new thoughts.
Now that I've outlined some rules that most people won't follow, let's move onto the subject at hand.
Claymores
I don't really understand why people still think they're unbalanced, but I understand that some folks have had rough times dealing with the new claymores - so some tweaks might not hurt.
There are two Old Ideas (i.e. not welcome here) that folks keep suggesting to "balance" claymores, but they're simply not acceptable. Let's talk about why:
- Claymores killing (or being detonated by) teammates is not a reasonable way to balance claymores. It's patently ridiculous to make the lifespan and effectiveness of any item reliant on the intelligence and discretion of the rest of the team. No other item functions like that (except landmines, but that's a given) and implementing this function is guaranteed to reduce claymores to inconsequence.
- Claymores being destroyable by other explosions is not a reasonable way to balance claymores. It's also ridiculous that my claymores can be destroyed in a second by (often accidental) artillery, bombs, jet cannons, helicopter cannons, nearby grenades, or any other explosive projectile. These incidental explosions used to set off claymores through walls, around corners, and in other completely silly ways. I don't expect changes to the basic collision engine, so we're stuck with this limitation.
Making something useless is not "balance". Don't suggest either of these solutions or you will be ridiculed.
New Ideas: Requirements
I want new ideas. We need new ideas. So let's establish some basic rules that we can (hopefully) all agree upon for the sake of suggestions.
- Poorly placed claymores should be avoidable and/or removeable
- Well-placed claymores should be difficult, but not impossible, to evade or remove
- Promoting teamwork is always a good thing
- Good teamwork on one team should not be easily unraveled by a single person on the other team
Feel free to suggest amendments to these basic requirements.
New Ideas: Um, Ideas
My first suggestion to balance claymores is pretty straightforward. It goes something like this:
- Claymores do not detonate as long as enemy players are prone and crawling when they're within the trigger area. Engineers can still disarm claymores as usual.
This adds a tactical element, providing all players with a means to deal with claymores (as long as they're cautious), and promotes the rock/paper/scissors model of one element countering another element (wrench vs claymore).
I'd like to hear your thoughts. Please don't be stupid. :)


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