1 Claymore per sniper -- plausible?

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  • [MyIS]Spetsnaz

    #1

    1 Claymore per sniper -- plausible?

    I'd like to preface this little suggestion with the problem as it stands and why it needs to be fixed. Many people have pointed out that they see claymores as a problem, however I think simply stating that claymores "kill too much" is not a valid reason to nerf the Sniper class in such away.

    The Problem (Part1).. And It Ain't Balance
    Balance really isn't the word we should use to describe the claymore dilemma. On the contrary, the claymores seem pretty balanced on maps that aren't city based (ie: karkand/mashtuur).

    The problem lies in the amount of claymores that can be placed at a given time. Allow me to elaborate:

    [MyIS]Spetsnaz(1) Spawns.
    [MyIS]Spetsnaz(1) Places Claymore #1.
    [MyIS]Spetsnaz(1) Places Claymore #2.
    [MyIS]Spetsnaz(1) Places Claymore #3.
    Claymore #1 disappears.

    This is the inteded result of the new patch feature. Great. Now let's start the scenario one more time with a little.. addition.

    [MyIS]Spetsnaz(1) Spawns.
    [MyIS]Spetsnaz(1) Places Claymore #1.
    [MyIS]Spetsnaz(1) Places Claymore #2.
    [MyIS]Spetsnaz(1) Dies.
    [MyIS]Spetsnaz(2) Spawns.
    [MyIS]Spetsnaz(2) Places Claymore #3.
    [MyIS]Spetsnaz(2) Places Claymore #4.
    [MyIS]Spetsnaz(2) Places Claymore #5.
    Claymore #3 disappears.

    [MyIS]Spetsnaz(1) and [MyIS]Spetsnaz(2) are the same guy... me. It's just too different instances of me. In other words, the game treats each respawn as a new instance of a single player object.

    This means that if I place 2 claymores and die, the 2 claymores that I just placed will not disappear for some time. The amount of time that they stick around, I haven't verified -- however I will note that I've racking up kills using previously placed claymores like a mofo, so they stick around for a while.

    The Problem (Part2).. And It Still Ain't Balance
    The 2nd problem with claymores is that they do not kill teammates. This is a good thing. Nevertheless, it still creates a fundamental problem -- why not place claymores in highly conjested areas where both your team and the enemy commonly travel?

    To take it a step further, why not place a claymore on every entrace to a base that is only accessible on foot?

    What ends up happening is that claymores beging to dominate an infantry based flag. If a sniper is consistent and a support player helping out to boot, the flag will never be taken unless the enemy simple masses the flag -- and even then the first 3 people could get dropped by entering at once, causing the next few to back off, starting a chain reaction and ultimately giving your side more time to respawn and hold the flag.

    So claymores become a problem for a spawn point when:
    1) They are only accessible by infantry.
    2) There are 4 or less corridors that lead into the flag cap zone.
    3) The corridors cannot be flanked (must go through them)

    A sniper could then effectively claymore up 2 ends of the flag cap zone (1 claymore pointing in each direction) or claymore up the entrance corridors (if there are 2). The sniper can then restock on claymores, wait until 1 of those 2 get used and place the next claymore closer to the enemy spawn -- in a path that is on route to the flag.

    Ultimately, the sniper will be systematically squeezing the enemy back, giving his assault troops the time to mount a proper counterassault. How am I so sure? Because I've done... many... many... many times.

    The Solution
    Is simple. Limit the Sniper to a single claymore.

    It is extremely rare to find a server with a single sniper. Commonly you will see about 15 snipers on a large server and a around 5 on a small one (5 snipers is 10 claymores on a small map, 20 claymores if they use the technique I mentioned).

    I really do not see the repercussions of doing something like this. All this will do is cause snipers to place their claymores strategically, as opposed to dropping them like NYC dog poop all over the streets.

    As a sniper, I always benefit from having 2 claymores. I use 1 to set a trap at a flag and I use the other to cover my tracks when I'm in trouble. This should not be the case. I should only have one choice -- mine up a flag, or cover my tracks. Doing both gives me an advantage over all players.. at all times.

    Ok, what's the catch? Who are you rootin for?
    I play nothing but Sniper. On my good days, I'll dominate the server round after round, holding the #1-#3 spot and a 4:1 - 6:1 kill/death ratio.

    Trust me when I say, I get a gigantic advantage by having the ability to plaster claymores all over the map. It accounts for 25% of my kills. If I know I'm in a bind, I'll drop the claymores down just to get a few more kills while I'm dead.

    If I see a group of about 6 enemies bunched up, I know I have no chance to fight them at close range, yet I still jump into the fray, claymores in hand. I drop the claymores while hopping. By the time I'm dead, I have claymores facing each other at about 10 feet distance. The second of them moves, all 6 go down.

    I've seen alot of great proposals, particularly those in Variable's thread here:
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    The only downside is that many of these propsals seem quite complex to implement given what we have seen this engine is capable of and could introduce new bugs and exploits that we've never thought of.

    Ok, Spetz, get to the point
    The point is, Snipers (like me) should not be able to use the claymore as a forward assault weapon. I get too much of an advantage. Furthermore, it ****es people off somethin fierce when they keep stepping on claymores that I have positioned in such places where someone is bound to run by.

    You limit a sniper to 1 claymore and he'll use it wisely. Otherwise, no matter what methods you implement that forces the player to think, I will always be able to circumvent it by placing claymores in areas that you will never expect or will never be abe to see (in a brush, for instance). These claymores will still act as a forward offense weapon and my rifle will mop things up.

    --

    So ehm.. yay or nay?
  • Banthur

    #2
    Re: 1 Claymore per sniper -- plausible?

    I usually place on forward then one facing the other way and lay on them both

    Comment

    • AlphaNut

      #3
      Re: 1 Claymore per sniper -- plausible?

      I don't know what servers you hang out on mate, but the only place I will see the scenario of 10 or more snipers occur are the official EA servers. So don't play on offs...

      Ok, then:

      1x claymore for the sniper
      2x c4 for the spec-ops
      2x at mine for the engineer
      2x Eryx for the AT

      unlimited ammo for all tanks,
      unlimited ammo and unlimited gas, and godmode for the jets,
      more ammo for APCs, and more armor too.
      ?

      We should take away the rifle from the sniper too, and maybe leave him with a knife, and an extra medipack for personal use instead of a weapon.

      Come on...

      Just give the claymore FF1 ffs. And all our problems are eliminated. You could even give the sniper 5 claymores if FF was on, and imho all those discussions started by people who hate being killed by a sniper would seize.

      Comment

      • redrider

        #4
        Re: 1 Claymore per sniper -- plausible?

        Thats similar to the Idea I had, with one exception. The claymores disappear when your kit disappears, was my Idea. Also If you die and I take your kit well, they will stay around untill I drop mine.
        I often play sniper too. Be that Good or bad, I usually have to leave the unexploded claymore behind. When I set up at the next spot I use the second one there. After that, I usually roam around chaseing the UAV and killing lone wolves and other snipers. I find 2 to be about the right number since I use them for personal protection and cant seem to get a supply guy to give me more.
        Im not saying that your Idea is bad, its another Idea. I am pretty sure that spamming has to stop. Its cant be how EA intended for the game to work. . . . . . .Red

        Comment

        • Jebus

          #5
          Re: 1 Claymore per sniper -- plausible?

          I thought mines disappeared 60 seconds after you die? If you're dying fast enough to get 4-6 out at a time, the chances are your're being base-raped, or just playing like a tool.

          Claymores aren't too much trouble for squads. They send one man in- the claymore goes off, the medic takes about 2 seconds to whip out the shock paddles, and everythings back on track. The chances are it won't take out any more than the point man, at least as long as the squad isn't clustered together like big girls blouses.

          If someones covering the claymore position then matters get a little more tricky. Hell, it reeks of that teamwork stuff I've heard about.

          Comment

          • imported_Wreck

            #6
            Re: 1 Claymore per sniper -- plausible?

            Claymores should explode on friendlys, but not kill them. It's that easy.

            Comment

            • « R²» HKS

              #7
              Re: 1 Claymore per sniper -- plausible?

              The solution is simple allow claymores to be blown up again "and" as soon as you die your old claymores "instantly" disappear.

              Problem solved.

              Comment

              • zipp0r

                #8
                Re: 1 Claymore per sniper -- plausible?

                jfyi, mines, clays and c4 last for 30seconds from the moment you died. you have 15 seconds to replace explosives once you have spawned and to collect your old kit bag.
                for supposed "good" players im surprised none of you mine,clay,c4 haters dont know that
                its there so you are able to get your old kit bag and continue where you left off. a surprisingly usefull feature!

                i could argue the rest of your crap, but tbh i cant be arsed, you pretend to know what balance is, but really you have no idea...
                AND there is already a massive anti-claymore thread.

                Comment

                • vbl

                  #9
                  Re: 1 Claymore per sniper -- plausible?

                  Originally posted by Wreck
                  Claymores should explode on friendlys, but not kill them. It's that easy.
                  No one would use them.

                  Comment

                  • Cole-Train

                    #10
                    Re: 1 Claymore per sniper -- plausible?

                    The claymores in a congested area is still a bad idea

                    The fix on claymores makes it so that they have to be detonated by an enemy, however, if one of your friendlies is in the blast radius, they still die too

                    i think claymores are fine the way they are now

                    Comment

                    • Naufragus

                      #11
                      Re: 1 Claymore per sniper -- plausible?

                      Great, Spetsnatz. You're a part of the problem, not the solution. So why do you try to offer a solution when you take advantage of this all the time?

                      Comment

                      • vbl

                        #12
                        Re: 1 Claymore per sniper -- plausible?

                        Originally posted by <<R2>>Capt.HKS
                        The solution is simple allow claymores to be blown up again
                        If you're talking about the old solution where any explosion set them off, then no. We've dismissed that as a broad solution multiple times now, and we know that almost nobody used claymores when such a feature was in effect.

                        Comment

                        • GSG9xSNIPER

                          #13
                          Re: 1 Claymore per sniper -- plausible?

                          Oh great another person complaining that snipers have too many claymores. You take away my claymores then take away grenades also. Snipers already have a disadvantage at close combat. NO nades, no assault rifle. What more do you want? Snipers cannot get that high of a score compared to Planes,helis, and tanks and other infantry. So You guys just beeyotch about it because they can lay claymores by flags and you cant throw your grenade blindly and blow it up. What a bunch of sissy little cry babies saying "ITS NOT FAIR"..

                          Comment

                          • PBJTime
                            Semper Fi
                            • Dec 2005
                            • 83

                            #14
                            Re: 1 Claymore per sniper -- plausible?

                            Originally posted by Naufragus
                            Great, Spetsnatz. You're a part of the problem, not the solution. So why do you try to offer a solution when you take advantage of this all the time?
                            Possibly because he knows all too well what perceived problems there are with the way it currently is. Sort of like that show on TV where ex-burglars help secure people's homes. :)

                            I'm not saying I agree with nerfing snipers to one claymore but it's something I could live with if it became a reality. I personally haven't had a substantial problem getting killed by claymores but apparently some people are.

                            Comment

                            • {USI}_DirTyDeeDs
                              Member
                              • Jun 2005
                              • 334

                              #15
                              Re: 1 Claymore per sniper -- plausible?

                              I got 57 claymore kills on a Sharqi pre-1.21, and I am glad they changed it to only two per sniper.
                              I shouldnt have been able to do that, but HELLO EXPERT EXPLOSIVE!

                              The current situation is just fine. Any squad working together will take that claymored base.
                              boom rev boom rev boom rev boom rev CAP:evil:

                              Comment

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