The Claymore Workshop: New Ideas Required

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  • chknbone

    #106
    Re: The Claymore Workshop: New Ideas Required

    I'll admit I haven't read all 7 pages of this but here's my suggestion:

    How about the sniper that sets them down (or any sniper on your team) has to be within a certain range of them for them to be armed? I like using the sniper kit and I like being able to defend a flag on the lower populated servers but if I put them out I always try and stay within half of my "sprint" to them. It just feels dirty and cheap if I leave it there and go somewhere else on purpose. :hmm:

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    • UnknownSoldier

      #107
      Re: The Claymore Workshop: New Ideas Required

      Originally posted by ||bfa||variable
      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 is the best idea I've heard, by far. Reducing the detection/blast radius (as someone said) would be another, half-decent option.

      Comment

      • USARANGER

        #108
        Re: The Claymore Workshop: New Ideas Required

        i think that a UAV should be able to spot claymores, and they should show up on ur minimap
        (i also think they should spot enemy arty strikes)8

        Comment

        • Pilo-II

          #109
          Re: The Claymore Workshop: New Ideas Required

          SIMPLE SOLUTION, MAKE THEM KILL TEAM MATES AND STOP WITH THIS STUPID CRAP! YES they should kill team mates (RED SKILL, LOOK AT IT!), Yes nades and C4 should be able to destroy them!


          Argh...

          The bloody snipers kit is not to bonny hop and run around like a bitch dropping claymores everywhere!

          Comment

          • HypnosisFX

            #110
            Re: The Claymore Workshop: New Ideas Required

            Originally posted by ace4u
            When a humvee runs over it, the darn thing should blow up, not just smoke. I've seen the power of c-4 and the claymore in my military experience and a claymore would smoke a humvee and tank.:evil: .
            My Brother is with the marines 1st Tank Battalion and i talked to him last night after i read your thing about a claymore taking out a tank. he said your crazy, C4 yes but not a claymore. he's been in the core for 7 years now. I cant see a claymore stopping 60 tons of rolling armor.

            Originally posted by ||bfa||variable
            Here are the ground rules for this thread:
            1. 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.
            2. 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:
            1. 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.
            2. 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. :)

            ||bfa||variable
            Claymore 03:23:45 966 31 31.1613

            I can see why you dont want them to ajust the claymores cause it might mess up your claymore killing stats. lol i hope they fix it so i can just toss a stick at it and boom.

            Comment

            • Cronos

              #111
              Re: The Claymore Workshop: New Ideas Required

              disarm clays like solid snake in mgs: crawling on it.

              Comment

              • alaabf2

                #112
                Re: The Claymore Workshop: New Ideas Required

                hello again
                right so constructive comments

                I do believe that grenades should detonate claymores - simply because
                1. tactical dimension - clearing claymores with grenades will mean that you cannot clear the room or flag ahead with them unless you have a support class beside you
                2. claymores are simple explosive devices - they would explode normally

                A way of making the claymores less susceptible to instant destruction is to give them health or hit points so that you would need a near direct proximity detonation to take it out

                Having friendlies not detonate claymores makes no sense to me - only idiots kept rushing when the mine detection symbol appeared
                Like with artillery all mines (anti vehicle and claymore) should not have a points reduction for a team kill
                __________________

                Comment

                • imported_The Cow Goes moo

                  #113
                  Re: The Claymore Workshop: New Ideas Required

                  U Should Be Able To Shoot Mines (including Clamores) And Blow Them Up. Like How Can A Sniper-rifle Not Blow Up A Mine At Point Blank?!?!
                  Wtf? I Think You Should Be Able To!

                  Comment

                  • $kelet0r

                    #114
                    Re: The Claymore Workshop: New Ideas Required

                    How did this thread get resurrected lol
                    half od the original contributors are long gone from this forum as well....memories :)

                    The proposals haven't changed and are
                    - Claymores should have hitpoints and direct hits from explosives should detonate claymores


                    or
                    - Crawling prone will not detonate the claymore


                    The rest of the ideas are badly thought out and do not deserve consideration, so it comes down to a choice between the 2 above. The second sounds good but I don't envy anyone trying to code that so that just leaves the former - giving claymores hitpoints.

                    Comment

                    • HeavyJunk

                      #115
                      Re: The Claymore Workshop: New Ideas Required

                      This thread was started in March...was that before the patch when claymores were not limited to two per sniper?
                      I think maybe so...LOL guys bitching about it still and its two per now.

                      No one likes claymores...except Snipers, whether its two or unlimited.. My suggestion would be to make the claymore 'armed' only when the sniper is within 15 feet of it. That way it would be used more for its intended purpose, which is self defense mechanism for the sniper.

                      Comment

                      • $kelet0r

                        #116
                        Re: The Claymore Workshop: New Ideas Required

                        lol
                        how on earth would you code that? :laugh:
                        at least ask for something that is actually possible :P

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