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:
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?
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:
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?

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