Adding the red skull and bones to grenade traps?
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[T]waylay00
- Posts: 402
- Joined: 2007-04-12 23:08
Adding the red skull and bones to grenade traps?
Obviously, there is often a problem with people running over friendly grenade traps, even if marked on the minimap.
Why can't we simply add back the skull and bones that appear on the map whenever you place C4 or claymore in vanilla BF2? You might argue that this is unrealistic, but then again, if there are insurgents defending an area, it's pretty unrealistic that they don't know about their own traps. Adding the red skull and bones back would solve a lot of the current problems and wouldn't be all too unrealistic. And they could be pretty discreet as well, only appearing on screen about 25m away.
Why can't we simply add back the skull and bones that appear on the map whenever you place C4 or claymore in vanilla BF2? You might argue that this is unrealistic, but then again, if there are insurgents defending an area, it's pretty unrealistic that they don't know about their own traps. Adding the red skull and bones back would solve a lot of the current problems and wouldn't be all too unrealistic. And they could be pretty discreet as well, only appearing on screen about 25m away.
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SkaterCrush
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Re: Adding the red skull and bones to grenade traps?
The only problem I could see is a clusterf*** of red skulls, and Insurgents would be practically crawling everywhere.
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Adding the red skull and bones to grenade traps?
Which would make them less of a trap, no?Colonelcool125 wrote:Either that, or make the grenade trap model more obvious.
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Thermis
- Retired PR Developer
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Re: Adding the red skull and bones to grenade traps?
If we look at the grenade trap as a mine, then it is supposed to be less of a trap and more of an area denial weapon. IE you see trap and you go another way, and if the enemy has his thinking cap on he's going to have guys waiting to shoot you when you go the other way. And since you can't disarm them, making them more visible might add an interesting bit to game play.
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rampo
- Posts: 2914
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Re: Adding the red skull and bones to grenade traps?
Im not sure but arent the grenade traps by-passable when you crawl?[R-MOD]Thermis wrote:If we look at the grenade trap as a mine, then it is supposed to be less of a trap and more of an area denial weapon. IE you see trap and you go another way, and if the enemy has his thinking cap on he's going to have guys waiting to shoot you when you go the other way. And since you can't disarm them, making them more visible might add an interesting bit to game play.

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Cheditor
- Posts: 2331
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Re: Adding the red skull and bones to grenade traps?
Ye you can pass em, but crawling through a grenade trap makes you really vunerable, you can't shoot and once your under the trap your stuck in that position untill you make it through, leaving you open to multiple directions of fire.
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sickly
- Posts: 96
- Joined: 2009-01-29 20:06
Re: Adding the red skull and bones to grenade traps?
This is as of the v1.50 patch.[R-COM]Cheditor wrote:Ye you can pass em, but crawling through a grenade trap makes you really vunerable, you can't shoot and once your under the trap your stuck in that position untill you make it through, leaving you open to multiple directions of fire.
Question: is this hardcoded now (i.e. all triggered AP munitions can now be bypassed so long as character remains in prone stance--non-bypassable munitions no longer possible)?
Oh and as for the OP: what about just bringing back the warning icon in the bottom corner of the screen? That way you don't clutter the 3D map (something PR team has focused on) and still have to look around for it but still know to tread carefully.
Would make more sense to just have it appear on the map so you know where it is beforehand and can plan your route.
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Adding the red skull and bones to grenade traps?
i agree skull and cross bones should only be seen when a team mate places a warning signal on the Map.... ALSO with this idea it can Dirasticaly cut down on map spam for every mine set .... a simple skull and crossbones can warn you that there is a mine neerby i am a supporter
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Rudd
- Retired PR Developer
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Re: Adding the red skull and bones to grenade traps?
Can't they just be made destructable? if you throw something at it and it falls over...it should explode right?And since you can't disarm them
Would be interesting if we could get the COD4 type 'click' then boom dynamic, give the entering soldier a chance to go "RUN!!"
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Adding the red skull and bones to grenade traps?
I agree, if we have them on the map why not make them visible to the infantry? I would suggest reserving this to player marked and not the commander ones. This could represent some kind of warning mark like a chalk sign/cleverly arranged bush marking/scuff in the sand that the enemy wouldn't recognize but would alert friendly troops. Little abstract and magically represented but not unreasonable.'[T wrote:waylay00;1153530']Obviously, there is often a problem with people running over friendly grenade traps, even if marked on the minimap.
Why can't we simply add back the skull and bones that appear on the map whenever you place C4 or claymore in vanilla BF2? You might argue that this is unrealistic, but then again, if there are insurgents defending an area, it's pretty unrealistic that they don't know about their own traps. Adding the red skull and bones back would solve a lot of the current problems and wouldn't be all too unrealistic. And they could be pretty discreet as well, only appearing on screen about 25m away.
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Vege
- Posts: 486
- Joined: 2008-06-26 23:12
Re: Adding the red skull and bones to grenade traps?
Reskinning the Can could help.
As far as i know they represent tincans but look nothing like em?
(took away image as it seemd to be little too big, dang these fast internet connections)
INS usually should see the can, BLUEFOR not?
As far as i know they represent tincans but look nothing like em?
(took away image as it seemd to be little too big, dang these fast internet connections)
INS usually should see the can, BLUEFOR not?
Last edited by Vege on 2009-10-06 21:29, edited 1 time in total.
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
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Rissien
- Posts: 2661
- Joined: 2008-11-07 22:40
Re: Adding the red skull and bones to grenade traps?
Problem is players never look anyways. Same goes with mines. Al Bashra, was in a Warrior south of the Village helping a squad look for the cache *insurgents spaning in the middle of a feild became their undoing* near the bridge. Saw several mines clear as day at one point on the road and I watched someone grab a landy and plow right over one.
MA3-USN Former
クラナド ァフターストーリー
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[T]waylay00
- Posts: 402
- Joined: 2007-04-12 23:08
Re: Adding the red skull and bones to grenade traps?
But they would look if it's on the screen. I mean, you don't really have to look at that point, it's right there in your face.





