Add a FH2 warning sign for grenade traps and/or mines.
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White Rock
- Posts: 181
- Joined: 2008-07-19 23:04
Add a FH2 warning sign for grenade traps and/or mines.
So... grenade traps.
The removal of the minimap and the mine indicator and the addition of the nade trap has left insurgents in quite a pickle, with avoiding getting blown up is a matter of either looking at a map while walking around hoping that the traps are marked (impossible since you only get one marker per person) or studying the ground when you should be studying the american with the m16 rounding that corner over there.
So why not do what FH2 does and let you stick a sign the the dirt where the trap is. Just some regular red sign, not to short but more or less impossible to miss.
This would provide a real world marker, an actual warning on the spot that you should watch your feet for a moment. If you place a sign near an entrance on the insurgent side, i think it's 10 times more likely too actually understand that entrance is trap then without it while still having the same danger too those pesky Americans since on their side there is only a wire.
What do you guys think?
Edit: Ops wrong forum, move to suggestions please... :/
The removal of the minimap and the mine indicator and the addition of the nade trap has left insurgents in quite a pickle, with avoiding getting blown up is a matter of either looking at a map while walking around hoping that the traps are marked (impossible since you only get one marker per person) or studying the ground when you should be studying the american with the m16 rounding that corner over there.
So why not do what FH2 does and let you stick a sign the the dirt where the trap is. Just some regular red sign, not to short but more or less impossible to miss.
This would provide a real world marker, an actual warning on the spot that you should watch your feet for a moment. If you place a sign near an entrance on the insurgent side, i think it's 10 times more likely too actually understand that entrance is trap then without it while still having the same danger too those pesky Americans since on their side there is only a wire.
What do you guys think?
Edit: Ops wrong forum, move to suggestions please... :/
Last edited by White Rock on 2009-03-24 08:57, edited 1 time in total.
Reason: Wrong forum.
Reason: Wrong forum.
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Salah ad Din
- Posts: 560
- Joined: 2007-01-03 15:15
Re: Add a FH2 warning sign for grenade traps and/or mines.
Still no help to people that want to enter from the other side, but yeah.
You would need another weapon slot that "shoots" warning signs, right?
Is there a way to have more than one mine marker?
Is there a way to make a team wide text announcement, that automatically adds the coordinates? Like: "WARNING!!! GRENADE TRAPS IN B6-kp7!!!"
You would need another weapon slot that "shoots" warning signs, right?
Is there a way to have more than one mine marker?
Is there a way to make a team wide text announcement, that automatically adds the coordinates? Like: "WARNING!!! GRENADE TRAPS IN B6-kp7!!!"
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White Rock
- Posts: 181
- Joined: 2008-07-19 23:04
Re: Add a FH2 warning sign for grenade traps and/or mines.
I was thinking more like a mine that doesn't explode and is just a sign. Then you could have as many markers as grenade traps, and refill them at an ammo cache.
And i guess it can't stop peapole from the other side.. but most of the times you are moving away from the hideout/cache and towards the enemy, and that when you trip the trap.
And i guess it can't stop peapole from the other side.. but most of the times you are moving away from the hideout/cache and towards the enemy, and that when you trip the trap.
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Sgt.North
- Posts: 144
- Joined: 2007-05-15 00:24
Re: Add a FH2 warning sign for grenade traps and/or mines.
In that case why not re-instate the floating red mine marker (from vanilla) just visable to the side that planted the mines.... To simulate the minefield being marked to friendlys (and to account for friendly intel)
God is Airborne only because he failed the commando course.
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nick20404
- Posts: 1746
- Joined: 2007-06-30 23:36
Re: Add a FH2 warning sign for grenade traps and/or mines.
They should just replace them with hand detonated traps. smaller ieds.
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MR T3D
- Posts: 11
- Joined: 2009-02-25 21:30
Re: Add a FH2 warning sign for grenade traps and/or mines.
i like the RW signs, as they could also be used to 'bluff' the americans, expicially on pub servers
a) @$%^! grenade trap, look at the ground **AK firing**
b) ha, nub bluff **boom**
a) @$%^! grenade trap, look at the ground **AK firing**
b) ha, nub bluff **boom**
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White Rock
- Posts: 181
- Joined: 2008-07-19 23:04
Re: Add a FH2 warning sign for grenade traps and/or mines.
That too. I've mostly giving up on placing them myself when i play as insurgent/Taliban. No matter how obvious they are someone will ALWAYS trip them. Once on korengal i placed one plain in sight on a bridge, impossible to miss, WITH a map marker and i STILL got a "White_Rock teamkilled XXXX" after about 10 minutes.
It could fit into the 9 slot for ambushers.... and i dunno about Taliban Riflemen, do they have incendiary grenades? I don't think they do...
It could fit into the 9 slot for ambushers.... and i dunno about Taliban Riflemen, do they have incendiary grenades? I don't think they do...
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Nagard
- Posts: 217
- Joined: 2008-05-02 17:06
Re: Add a FH2 warning sign for grenade traps and/or mines.
Just a few minutes ago, I did about 25-30 Teamkills and 0 Kills on Fallujah only using grenadetraps and mines. When I was really pissed off and kind of *told* the guy who was about 10 of my TKs to just watch out (especially in a caches location) and maybe just read the warnings I typed in the Chat. Then I got kicked. The guy was also telling me, to place more markers on my mines, but as far as I know (and I tried to place a few markers) you can only place ONE marker at all (which I found out when I tried to place more).
I'm sorry Devs, but such (sorry but I can't describe them in another way) retarded dumbasses make it impossible to use the mines without any kind of warning for friendlies.
I'm sorry Devs, but such (sorry but I can't describe them in another way) retarded dumbasses make it impossible to use the mines without any kind of warning for friendlies.
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Vege
- Posts: 486
- Joined: 2008-06-26 23:12
Re: Add a FH2 warning sign for grenade traps and/or mines.
Maybe it would be possible to add a "hartbeat" sound or something similar when your close to friendly trap.
This way when moving slow it would be ovious that there are mines nearby but it would not be another marker in the hud.
This way armored vehicles would also be immune to the system and people would still have to be carefull where they place their mines
This way when moving slow it would be ovious that there are mines nearby but it would not be another marker in the hud.
This way armored vehicles would also be immune to the system and people would still have to be carefull where they place their mines
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
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Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: Add a FH2 warning sign for grenade traps and/or mines.
Nagard your the dumbass rule nr 1 is not to put it near a chace as its always crawling with friendlies there, you have to put them other places. Trap wire a house your holding etc, trapwiring a abandoned alive hummer is also a winner.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox


I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
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Nagard
- Posts: 217
- Joined: 2008-05-02 17:06
Re: Add a FH2 warning sign for grenade traps and/or mines.
That's mostly what I did. I mined the surrounding area of the cache. Placing mines right next to it is, of course, a nogo. So I placed AT-Mines on the mainroads around and saw a technical driving in it very slow like the driver thougt he could pass it that way and I placed the mines to the main entrances of the building so it could easily be defended (big building!). Then I placed my marker hoping to get my teammates a little bit more aware of mines, but they just kept running in mines even if they've seen them.Zimmer wrote:Nagard your the dumbass rule nr 1 is not to put it near a chace as its always crawling with friendlies there, you have to put them other places. Trap wire a house your holding etc, trapwiring a abandoned alive hummer is also a winner.
Just a question: If you read "Mines at the WESTERN doors of the cachebuilding in D5!" about every 2 minutes, do you run through the western doors or do you go the other way round (50 meters and something like 15 seconds moving more)?
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hiberNative
- Posts: 7305
- Joined: 2008-08-08 19:36
Re: Add a FH2 warning sign for grenade traps and/or mines.
i always thought the invisible flag was kinda stupid in fh2.
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TheLean
- Posts: 483
- Joined: 2009-03-15 20:26
Re: Add a FH2 warning sign for grenade traps and/or mines.
This is a super idea! Most of the time you move out from an area and then the signs are useful since they can only be seen from one side if put next to a wall. Or maybe you could spraypaint a mine marker on the wall? That would be awesome.White Rock wrote:So... grenade traps.
The removal of the minimap and the mine indicator and the addition of the nade trap has left insurgents in quite a pickle, with avoiding getting blown up is a matter of either looking at a map while walking around hoping that the traps are marked (impossible since you only get one marker per person) or studying the ground when you should be studying the american with the m16 rounding that corner over there.
So why not do what FH2 does and let you stick a sign the the dirt where the trap is. Just some regular red sign, not to short but more or less impossible to miss.
This would provide a real world marker, an actual warning on the spot that you should watch your feet for a moment. If you place a sign near an entrance on the insurgent side, i think it's 10 times more likely too actually understand that entrance is trap then without it while still having the same danger too those pesky Americans since on their side there is only a wire.
What do you guys think?
Edit: Ops wrong forum, move to suggestions please... :/
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TheLean
- Posts: 483
- Joined: 2009-03-15 20:26
Re: Add a FH2 warning sign for grenade traps and/or mines.
Atleast, in the latest versions of FH2 both sides can see the flag. Maybe it was different years ago.hiberNative wrote:i always thought the invisible flag was kinda stupid in fh2.
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Wizrdwarts
- Posts: 65
- Joined: 2009-07-04 19:58
Re: Add a FH2 warning sign for grenade traps and/or mines.
I think it's a great idea for the conventional armies but for insurgents, something more subtle that can be mistaken for a part of the map if you don't look too closely at it. That way you could both hide mines under it, mark it for teammates, and force Blufor to be more careful.
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Gooze
- Posts: 64
- Joined: 2009-04-29 22:52
Re: Add a FH2 warning sign for grenade traps and/or mines.
I laid down 4 mines on one road, they were marked and I warned my team several times. Eventually some complete retard, I don't even know how he managed to download the game because he's so stupid, runs over my mine, punishes me, and then does it again about 2 minutes later. People are so incredibly stupid that you can't even be mad, you just laugh at them.
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Darkpowder
- Posts: 1527
- Joined: 2006-08-30 22:00
Re: Add a FH2 warning sign for grenade traps and/or mines.
This suggestion only has a point if mines are coded like FH2 and buried under the dirt.
As many of the "mines" in PR are "irregular", ie. IED's / grenade traps, they should have a way to detect them with careful observation as they are now.
signs have their place don't get me wrong.
- area denial
- showing the enemy where the minefield is can be very effective, especially if you ignore the "rules of war" and trick them to bypass the area, right into your "real" mined area.
I personally would like to see "mines" buried but don't forget FH2 is largely a non-urban setting, where sand and burying mines go hand in hand, also undetected.
Digging up a road and making the "digging and buried tarmac" undetectable, not so straight forward.
Yes i know it happened in Iraq, and other places but it was often somewhat detectable due to the disturbed and fresh tarmac.
On balance no sign, because
- a: most "mines" are somewhat improvised, and the factions that have them are very dependent on their use.
- b: it is only effective with "invisible"/buried mines in the ground wouldn't work in built up / urban maps
There should be no sign in "the real world", observing for boobytraps is challenging, and stops hell-bent demon drivers charging around with no regard to their own safety, the value of the asset they are driving, or their passengers lives.
If the devs -really- love this sign idea of the OP, it should be for Regular forces only.
As many of the "mines" in PR are "irregular", ie. IED's / grenade traps, they should have a way to detect them with careful observation as they are now.
signs have their place don't get me wrong.
- area denial
- showing the enemy where the minefield is can be very effective, especially if you ignore the "rules of war" and trick them to bypass the area, right into your "real" mined area.
I personally would like to see "mines" buried but don't forget FH2 is largely a non-urban setting, where sand and burying mines go hand in hand, also undetected.
Digging up a road and making the "digging and buried tarmac" undetectable, not so straight forward.
Yes i know it happened in Iraq, and other places but it was often somewhat detectable due to the disturbed and fresh tarmac.
On balance no sign, because
- a: most "mines" are somewhat improvised, and the factions that have them are very dependent on their use.
- b: it is only effective with "invisible"/buried mines in the ground wouldn't work in built up / urban maps
There should be no sign in "the real world", observing for boobytraps is challenging, and stops hell-bent demon drivers charging around with no regard to their own safety, the value of the asset they are driving, or their passengers lives.
If the devs -really- love this sign idea of the OP, it should be for Regular forces only.
Another reason punishing should be if it could be, taken out when a friendly is a victim of mines. I don't think we have the amount of abuse to really worry about intentional TK too much, and the loss of the carefully placed mine is enough of a punishment.Gooze wrote:I laid down 4 mines on one road, they were marked and I warned my team several times. Eventually some complete retard, I don't even know how he managed to download the game because he's so stupid, runs over my mine, punishes me, and then does it again about 2 minutes later. People are so incredibly stupid that you can't even be mad, you just laugh at them.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Add a FH2 warning sign for grenade traps and/or mines.
I'm starting to want this for Blufor since they can't remove grenade traps
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DannyIMK
- Posts: 226
- Joined: 2008-01-28 18:16
Re: Add a FH2 warning sign for grenade traps and/or mines.
Normal Army should have warning signs like in fh2
i dont think that insurgents/talibans/chechen have to put warning signs cause they dont care about geneva or laws of war etc...
i dont think that insurgents/talibans/chechen have to put warning signs cause they dont care about geneva or laws of war etc...
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: Add a FH2 warning sign for grenade traps and/or mines.
this is suggested before




