The Claymore Workshop: New Ideas Required

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

    #91
    Re: The Claymore Workshop: New Ideas Required

    Originally posted by pkm masta
    I think that the claymores are well balanced. They are easy to avoid if one is paying careful attention. Avoiding them is quite easy. One can run around them or run by them on the correct side. If you don't know how to avoid claymores you should check out the thread on how to avoid a claymore
    ok man, this is exactly what i was talking about.
    look at this guys avatar. hes a sniper and he wants claymores to remain the way they are, totally and utterly unbalanced, ruining all urban maps.sorry about the bold, but this point has to be driven into people, it has been ignored time and time again.

    how can anything be balanced if the party that benefits keeps interfering, claiming that they are fine?

    how would noob tubes be balanced if the noob tubers were a big enough majority to make EA think its ok as is?

    and to reply to his point that you can "simply run around them" that only works if the sniper is as stupid as this poster.

    granted, most snipers are stupid, but not THAT stupid. after experience, they will learn to put a claymore at each entrance to the hotel stairs and ladder, and go suck their thumb in a corner until they get 2 free kills... repeat.

    Comment

    • PHPT

      #92
      Re: The Claymore Workshop: New Ideas Required

      Originally posted by PBJTime
      Every other class has a useful second "toy."
      Snipers have a toy, it's called an extremely accurate gun that knocks almost all of your health off.

      Why shouldn't one be able to throw two claymores in areas populated heavily by the enemy to get points?
      Assault used to be able to do that, and they got nerfed.

      If they were easy to defuse, then they would serve no purpose other than to kill the occasional new guy to the game.
      And allowing you to camp up on a rooftop without inevitably getting stabbed.

      Then, you're left with a sniper rifle...and that's it to separate you from any other class. Many can snipe with a PKM so it would be smarter to use support rendering the sniper kit almost useless.
      That's a problem with the PKM, not the sniper kit. Support is being used for sniping and snipers are being used as kamikazi claymore dispensers, doesn't that sound slightly odd?

      Comment

      • IntensivCareBear

        #93
        Re: The Claymore Workshop: New Ideas Required

        Originally posted by shiremct
        How to avoid claymores:
        *NEVER go around ANY corner at a flag
        *Treat all bushes as giant man-eating mutations and stay far far away
        *Don't do alleys
        *Never spawn at a freshly capped flag
        *If a sniper runs at you with claymore in hand, push control and click "suicide"
        exactly. all sniper input supporting claymores should and will be disregarded.

        and PKMs are NOT sniper weapons. stop sitting 50 feet up on a roof and assuming all weapons are so inaccurate that youre out of range.

        you need to be 200 feet away, not 40 from enemies. then they wont see you. if youre the standard moron on a 10 foot tall building in karkand, 50 feet away from multiple support classes, dont complain when you get shot.

        sniper rifles are instant kill weapons to the head. most snipers claim they possess the skill to pull off headshots. why not prove it and stop moping about claymores being nerfed and no one shot magic kill sniper rifle?

        Comment

        • PrayingHands

          #94
          Re: The Claymore Workshop: New Ideas Required

          I don't have time to read the entire, sorry.

          My suggestions.

          1.) Make the direction a claymore is oriented easier to discern. If your close enough to read the letters, you'll not have time to use the knowledge you've gained.

          2.) Make a spotting system for mine/claymore that does not expire. A "flag" concept, where you could see it marked on the minimap as enemy ordinance.

          Comment

          • PBJTime
            Semper Fi
            • Dec 2005
            • 83

            #95
            Re: The Claymore Workshop: New Ideas Required

            Originally posted by PHPT
            Snipers have a toy, it's called an extremely accurate gun that knocks almost all of your health off.
            So does a shotgun. The only difference here is the range you are shooting at. An engie with a pump should be able to take a sniper within 10 meters and vice versa. But, the engie has mines also. Oh and by the way, he can repair too...two extra toys. I hear no complaining worth noting.

            Also note that you are suggesting the sniper kit only have one "toy." Yeah, that'll balance it out with the other kits...


            Assault used to be able to do that, and they got nerfed.
            I wouldn't say we are talking about the same thing here.


            And allowing you to camp up on a rooftop without inevitably getting stabbed.
            Again, just because some think this is there only purpose doesn't mean it is. Since when is setting traps not a valid tactic? Since the anti claymore group declared it?

            Also, you're saying that I should only have one thing "extra" and it's only purpose is to support my main weapon which just happens to suck at close range. So, I can only shoot long ranges therefore pushing me even further away from the action and squad based play... Doesn't make sense to me.


            That's a problem with the PKM, not the sniper kit. Support is being used for sniping and snipers are being used as kamikazi claymore dispensers, doesn't that sound slightly odd?
            Again, I don't have a problem with being killed by claymores. Perhaps it's your play style? I can probably count on one hand the times I've died from a claymore since the latest patch. I simply haven't seen a problem, personally. I haven't noticed the "kamikazi claymore dispensers." I love how things get progressively more dramatic. "Bunnyhopping claymore dispensers" just doesn't cut it, I suppose.

            And the PKM is fine the way it is. Everyone has access to it. Lets say it gets nerfed...what then is going to be the next "too powerful, too accurate gun" that people complain about. People will find the next best weapon and start using it and the cycle will repeat itself. Soon, we'll just be running around punching each other and it's all because people keep crying "nerf." Play the game how it is and get over it. It's more balance now than it has been. Nothing's perfect nor will it ever be.

            Comment

            • redrider

              #96
              Re: The Claymore Workshop: New Ideas Required

              Ok, after reading through all 7 or 8 pages, I see why the bear was in Intensive care........LOL.... Just kidding Bear. I couldnt help myself.
              Anyway, read the whole suggestion first please, Leave the claymores basically as they are, except make them like medic packs you can deploy 2 then when you deploy number 3 number one disappears. Then you deploy number 4 and number 2 disappears and so on. Next, engineers can remove them just like now but snipers can pick them up also (by approaching from the back and pressing "G". which is the back. . . .Guess. I would know if I put it down wouldnt I) Next, as a sniper the picked up claymore gets added to my kit and like the engineer after my kit is full (2 claymores per kit) they just disappear when I pick them up. And the last Item different from current claymores (I think) when my bag disappears my claymores disappear too.
              So the short version is this:
              1) only 2 deployed at a time oldest disappears as new one is placed
              2) Engineers and snipers can remove them (read above for details)
              3) claymores picked up by sniper are added to kit, untill full, then disappear after that
              4) when bag disappears all claymores from that bag disappear too
              well thats it so it shouldnt be difficult to do since its based on things that they have already done else where in the code. These changes should prevent spamming and killing friendlies (not very friendly when they will walk up to your mine and kill themselves to take you out of first place, but thats another thread) and also leave the good features of the claymores in tact. What do you think? . . . . . . .Red

              Comment

              • zipp0r

                #97
                Re: The Claymore Workshop: New Ideas Required

                Originally posted by IntensivCareBear
                ok, we really need to clarify stuff.

                1. its quite obvious there are quite a few snipers here who enjoy getting kills they could never get before, on account of having no skill, with claymores. these people are interfering with the process of finding a solution, even saying that no change is best.

                2. teammates detonate claymores, but TAKE NO DAMAGE FROM FRIENDLY claymores. this way the sniper has no negative points, and the teammate is still fine. except the sniper knows that simply dropping 2 claymores by a friendly flag for 2 free kills is not going to work anymore.

                3. some snipers have been whining in this thread about how its "not realistic" and that if their claymore whore ability is taken away they want the long whined about "one shot sniper kill."

                4. how can anything be balanced if the party that benefits keeps interfering, claiming that they are fine?
                1. they could never get the claymore kills before because a teammate would set them off and punish for a tk.

                2. teamates detonate clays but take no damage, you just want a path cleared in your strike at n00bkand alleyway

                3. if your quoting me about that 1 shot kill thing, i said IF the game was realistic then that is how sniper rifles would work. this was due to people saying IRL this IRL that... clays kill anyone blah blah

                4. same could be said about those wanting the nerfs, "i hate being killed by a claymore i want it nerfed", how is their/your opinion not biased ? you can try to deney that, but its very obvious..

                5 claymores were ott, funny being able to set a trap on every route, but defo ott. see im a sniper and wow i said 5 claymores was ott!!!! OMG!!111 2 claymores are fine.

                if you want to do something about claymores i suggest you go rent a 24/7 strike at n00bkand server and set mines and claymores to FF ON, because if you didnt already know that, its a server side option.....

                Comment

                • xXgammaXx

                  #98
                  Re: The Claymore Workshop: New Ideas Required

                  I say just have one guy run in, detonate it and then a medic comes in and revives him/her. Then just go about your business and the 2 ppl are still alive.:)

                  -xxgammaxx

                  Comment

                  • unlimitedmp

                    #99
                    Re: The Claymore Workshop: New Ideas Required

                    Originally posted by Sir. xXgammaXx
                    I say just have one guy run in, detonate it and then a medic comes in and revives him/her. Then just go about your business and the 2 ppl are still alive.:)

                    -xxgammaxx
                    lol. Yeah I was running, saw a claymore, stopped, and then saw a medic following me. The medic proceeded to stop and stare at me... waiting for me to go into the claymore so he could get a revive. I was like "Ahh whatever" and ran into the claymore and got revived.

                    Comment

                    • vbl

                      #100
                      Re: The Claymore Workshop: New Ideas Required

                      Just a small note here: Last night I inadvertantly stumbled into a server with FF turned on for mines and claymores. And guess what?

                      Nobody used them. Ever.

                      I saw 1 claymore kill and no AT mine kills over the course of 9-10 rounds (with a mix of maps). If that's not a testament to the badness of the "FF detonation/damage" idea then I'm not sure what is.

                      Comment

                      • skatefarm999

                        #101
                        Re: The Claymore Workshop: New Ideas Required

                        u guys care about this game to much.....play it the way its suppost to be or stop moaning about claymores and MAKE A MOD!!!

                        Comment

                        • WarMace

                          #102
                          Re: The Claymore Workshop: New Ideas Required

                          Originally posted by ||bfa||variable
                          Just a small note here: Last night I inadvertantly stumbled into a server with FF turned on for mines and claymores. And guess what?
                          I was going for my explosives badge last weekend and decided to switch servers.

                          All of a suddon my teamkills went through the roof, and it was too late when i realised.

                          Making claymores trip for everyone, including vehicals (even though it wont do much) would definitially make me limit my usage.

                          Comment

                          • vbl

                            #103
                            Re: The Claymore Workshop: New Ideas Required

                            Originally posted by skatefarm999
                            u guys care about this game to much.....play it the way its suppost to be or stop moaning about claymores and MAKE A MOD!!!
                            Crap, my monkey got out of his cage again. Sorry guys.

                            Comment

                            • coco

                              #104
                              Re: The Claymore Workshop: New Ideas Required

                              I would change ........

                              1.Claymore only takes 50% health when you WALK into it. And 100% health if you SPRINT into it.

                              2.They're proximity sensor mines, so you should be able to toss a pineapple onto one and dispose of it, if you spot it in time that is.

                              Thats all it would take to balance it better.

                              Comment

                              • xZeler8

                                #105
                                Re: The Claymore Workshop: New Ideas Required

                                Originally posted by [MyIS]Spetsnaz
                                in a fast paced game like BF2 that would be impractical -- not to mention the engineer isn't played by many because it isn't the best class to get kills with.
                                the greatest concept about bf2 is the team/squad play...if a single sniper has the only two entry points covered with claymores then you shouldn't be able to get in without the help of a squad ie. a medic...sniper is a class thats meant to be played solo, there's really no teamwork concept behind a sniper and is why the only way they can get teamwork points is by flag defense...i think ea effectively solved the problem by allowing a sniper to only have 2 claymores out at any given time...the only "fix" that i can see as acceptable is to have claymores disappear sooner after the snipers death...hell, last night i walked around a poorly placed claymore into the building at the gatehouse on karkand and killed the sniper (he had a claymore at each door), i then jumped on the table and proceeded to wait for them to disappear so that i could exit safely, it took atleast 30-45 seconds for them to disappear and that is a little ridiculous, i'd even be happy if they cut it to 20-25 seconds as they should stick around for a little bit after the sniper dies to give him the oppurtunity to pick his kit back up after he respawns. other than that i really don't see a problem with the sniper class as it is, i mean honestly, the sniper has no means of self preservation for anything other than long range combat, the pistol is great, but against an average player with an automatic weapon they really have nothing, which are why claymores are so vital to the kit as well as the inability for any explosion to disarm them. as far as going prone for a few seconds to lay them, i can see that a little, but 5 seconds is far too long. there are definately some issues with them, but nothing major when remembering that it is just a game. and as far as engineer not being played as much because you don't get as many kills with it, i call hogwash on that too, bf2 isn't all about kills, if that's what you want then go play CS:S, like i mentioned before, it's the teamwork that gives bf2 depth over "i want more kills than anyone else" type gameplay. i do think however that you should be able to spot claymores and that engi's should get points for disabling them, but i think the current rules should still apply ie. the engi must come in from behind it and disarm it with his wrench and shouldn't be able to come in from the front prone or not (goes for any class)

                                Comment

                                Working...