Nah make it like the new LMG kit, one per squad, but give him 2 mines but with a longer resupplying timeZrix wrote: On topic:
I might support this, but only of the sapper on insurgency maps would get a heavy limitation, maybe 4 or 5 on the team.
32 people laying invisible mines would simlpy not work gameplay wise.
Mines
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Mines
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FoxShadowHound
- Posts: 27
- Joined: 2008-06-10 06:51
Re: Mines
I would love the be able to bury land mines, this would make it more effective definitely
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Viper.Sw
- Posts: 143
- Joined: 2008-01-08 03:20
Re: Mines
Yea, limit kits with mines for insurgents and talibans to maybe 2-4 ppl that can get them. That way the entire map wont be mined.
If it is possible to make a specific "kit" see the mines and the normal ones not to. Then add that to combat engineer and he can detect mines for the team. That way the important roads can stay cleared and safe for the rest of the team. This is probably hardcoded, but would be very nice if it was doable.
If it is possible to make a specific "kit" see the mines and the normal ones not to. Then add that to combat engineer and he can detect mines for the team. That way the important roads can stay cleared and safe for the rest of the team. This is probably hardcoded, but would be very nice if it was doable.
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Mines
this thread gave me an idea..instaed of burying them how bout just make 3rd person model of just like a little dot above the ground....ill use me epic paint skills to show you 

or another way of showing it...

so heres whats going to happen.....
you have a mine in your hand, it will be the same as now, you place it and it will go through the animation but all the comes out is the top of the mine so all you can se is the top part and the rest of the mine LOOKS buried under ground, but in the game world it isnt there at all
the mines should also be given the c4 sticky script, so it doesnt slide around when you place them on the sides of hills or ramps of bridges
with this plan you can see the mine if you go slowly and watch the raod, if you go too fast it just looks like a rock and youll run over it, this way they are hard to see but not impossible

or another way of showing it...

so heres whats going to happen.....
you have a mine in your hand, it will be the same as now, you place it and it will go through the animation but all the comes out is the top of the mine so all you can se is the top part and the rest of the mine LOOKS buried under ground, but in the game world it isnt there at all
the mines should also be given the c4 sticky script, so it doesnt slide around when you place them on the sides of hills or ramps of bridges
with this plan you can see the mine if you go slowly and watch the raod, if you go too fast it just looks like a rock and youll run over it, this way they are hard to see but not impossible
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: Mines
-Unless I'm mistaken there's a limit to the amount of mines that can be on the field at any given time for each team and I'm pretty sure it's a low figure, so limiting the amount of kits doesn't do anything. Additionally, the way mines work in BF2 and, by consequence PR, is retarded and making them invisible does not decrease the retard level.
-To my knowledge, mines are barely used by insurgent and terrorist groups because they require a great deal of skill and knowledge to be used efficiently. What happens if you throw mines around at random IRL is exactly the same thing that happens in PR, you have no control over the device, it more often than not kills innocent people, the wrong target, the people on your side, or yourself. More organized groups, like militias, who often have experienced soldiers are more likely to use mines because they know what the hell they're doing, most likely control the area, record the minefield, and sometimes mark it. A single mine is basically useless and the practical application of minefields require a lot more in terms of organization, control, and experience than is present in insurgent and terrorist groups.
-Right now I basically think that removing mines entirely would be more realistic than the unmodified vBF2 system currently in place. Until a functional and realistic way to implement mines in PR is pursued I see no use for them.
-To my knowledge, mines are barely used by insurgent and terrorist groups because they require a great deal of skill and knowledge to be used efficiently. What happens if you throw mines around at random IRL is exactly the same thing that happens in PR, you have no control over the device, it more often than not kills innocent people, the wrong target, the people on your side, or yourself. More organized groups, like militias, who often have experienced soldiers are more likely to use mines because they know what the hell they're doing, most likely control the area, record the minefield, and sometimes mark it. A single mine is basically useless and the practical application of minefields require a lot more in terms of organization, control, and experience than is present in insurgent and terrorist groups.
-Right now I basically think that removing mines entirely would be more realistic than the unmodified vBF2 system currently in place. Until a functional and realistic way to implement mines in PR is pursued I see no use for them.
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Mines
Tartantyco wrote:-Unless I'm mistaken there's a limit to the amount of mines that can be on the field at any given time for each team and I'm pretty sure it's a low figure, so limiting the amount of kits doesn't do anything. Additionally, the way mines work in BF2 and, by consequence PR, is retarded and making them invisible does not decrease the retard level.
-To my knowledge, mines are barely used by insurgent and terrorist groups because they require a great deal of skill and knowledge to be used efficiently. What happens if you throw mines around at random IRL is exactly the same thing that happens in PR, you have no control over the device, it more often than not kills innocent people, the wrong target, the people on your side, or yourself. More organized groups, like militias, who often have experienced soldiers are more likely to use mines because they know what the hell they're doing, most likely control the area, record the minefield, and sometimes mark it. A single mine is basically useless and the practical application of minefields require a lot more in terms of organization, control, and experience than is present in insurgent and terrorist groups.
-Right now I basically think that removing mines entirely would be more realistic than the unmodified vBF2 system currently in place. Until a functional and realistic way to implement mines in PR is pursued I see no use for them.
look at my post above yours......
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: Mines
-That's like between visible and invisible, how would that fix anything?Conman51=US= wrote:look at my post above yours......
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M_Striker
- Posts: 513
- Joined: 2008-05-31 00:36
Re: Mines
Some one a while ago suggested that mines should be a commander placed asset built. Like many many mines. Marked. To block access to certain waypoints. This makes MUCH more sense than random mines on a little map. I think it should be done this way. As for the insurgents the burying idea is nice
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: Mines
-It really isn't. As long as mines are thrown around at random there really isn't much you can do to make it more or less realistic, just more or less annoying.Conman51=US= wrote:its more realistic than it is now, but still isnt immpossible to find the mines and get rid of them, which is what this thread is all about
-That proposal, though in need of some modifications, can be found here.M_Striker wrote:Some one a while ago suggested that mines should be a commander placed asset built. Like many many mines. Marked. To block access to certain waypoints. This makes MUCH more sense than random mines on a little map. I think it should be done this way. As for the insurgents the burying idea is nice
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: Mines
If anything it's less realisitc, minefields are made clear by pretty much all military forces (correct me if I'm wrong there) to the ENEMY as well as their own forces, so having a midden model would be a step back if anything.Conman51=US= wrote:its more realistic than it is now, but still isnt immpossible to find the mines and get rid of them, which is what this thread is all about
If you read that other thread you'll see that mines are used by conventional arms as area denial devices not ambush weapons, so they really have no place in PR at all in their current form, perhaps possibly in the hands of militia forces (although the insurgents do have the proximity IEDs so they don't really have any need for them).
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: Mines
-As I stated previously, Insurgents having mines is exceedingly unrealistic. IEDs are also much more effective.Conman51=US= wrote:well maybe the hidden mines can be for INS since they are NOT a conventional force
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Bob_Marley
- Retired PR Developer
- Posts: 7745
- Joined: 2006-05-22 21:39
Re: Mines
https://www.realitymod.com/forum/f18-pr-suggestions/1935-engineers-mines.htmlP2KK wrote:Resuggestion.
https://www.realitymod.com/forum/f18-pr-suggestions/1243-mines-eng.html

The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Many thanks to [R-DEV]Adriaan for the sig!
Many thanks to [R-DEV]Adriaan for the sig!






