Directional Grenade Traps/2D markers.

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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Directional Grenade Traps/2D markers.

Post by Tim270 »

Not a huge Issue, more of an observation from insurgency.

The weak-point of the Insurgent arsenal is the grenade trap. This weapon has a huge amount of potential but as anyone who has ever found one ingame, they kill more friendlies than they do their intended targets.

The problem is, they are only marked on the map. I look at my map, but I dont check every corner for markers when im running around in the city. Thus people tend not to use them as much as they should as they teamkill so much.

Solutions.

-Bring back 2d markers above the nade (only to ins if possible). Although this is 'gamey' It would hopefully avoid a lot of teamkills.

-Make grenade traps 'one-way' i.e if you place traps all around a cache, people can still walk out over them, but not back in (they will blow). Im not sure if this is possible code-wise.

What do you think?
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Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Directional Grenade Traps/2D markers.

Post by Nimise »

Markers above the trap have been discussed before. As for 1 way traps does friendly fire have to be turned off for that to work?
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Directional Grenade Traps/2D markers.

Post by Bringerof_D »

Nimise wrote:Markers above the trap have been discussed before. As for 1 way traps does friendly fire have to be turned off for that to work?
he's not talking about teamates dont set them off, he's talking about walking one way is safe, but the other way is not
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Directional Grenade Traps/2D markers.

Post by Nimise »

Bringerof_D wrote:he's not talking about teamates dont set them off, he's talking about walking one way is safe, but the other way is not
I read the first 20 words then stopped :o ops:
But I dont see that helping with TKs much. People still need to get back in for ammo.
darklord63
Posts: 389
Joined: 2008-12-07 20:18

Re: Directional Grenade Traps/2D markers.

Post by darklord63 »

You can just crawl under them to get out, but they really should have a little marker over them, it would make a huge difference in game.
Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: Directional Grenade Traps/2D markers.

Post by Ninja2dan »

The problem with mines and grenade traps is that the problem lies with the players, not the devices themselves. You have idiot players dropping devices where friendly forces are required to move, such as spawn points and weapon caches. And at the same time, you have idiot players who just run around the map, zipping through doors and around corners without looking first.

Although the use of mines has greatly decreased in conventional forces over the last decade or two, the principals and training are still there. Soldiers placing mines will mark them on a range card, which is then copied and sent out to all other units operating in that area. Before we move through an area, we check for known minefields and avoid them as needed. You can't really see a buried mine, and even above-ground mines are often concealed to prevent the enemy from spotting them early. So having some kind of "magical" in-game floating icon is not only unrealistic, but breaks the immersion.

In PR, you can place a map marker at your mine location. This method simulates the minefield range cards, and every player on your team can see mine locations simply by opening their maps. Players who are running around without checking their maps first deserve any deaths associated with stepping on a friendly mine that was properly placed.


Personally, I'd just rather have a minimum placement distance from friendly spawn points. This might help reduce the most common cause of TK incidents from mines, but not all of them. Players still need to learn to look at the map and use common sense.
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Colibri
Posts: 20
Joined: 2007-12-22 15:57

Re: Directional Grenade Traps/2D markers.

Post by Colibri »

Well, Ninja, that is a good tip to be displayed in the loading screen, if it isn't there already. Maybe that would help.
Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: Directional Grenade Traps/2D markers.

Post by Ninja2dan »

Colibri wrote:Well, Ninja, that is a good tip to be displayed in the loading screen, if it isn't there already. Maybe that would help.
The loading screen tips are randomly displayed, so depending on the number of overall tips available it might be 20 or so rounds before a player even sees that tip.


No offense to anyone, but EVERY loading tip should be the same..."RTFM"
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sniperrocks
Posts: 258
Joined: 2009-11-25 01:38

Re: Directional Grenade Traps/2D markers.

Post by sniperrocks »

It's not that their placed in bad places, I see people attempting to jump over them too, some ppl don't know you can crawl past

Yeah 2D markers sounds like a good idea, it probably would save a lot of friendly lives
Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: Directional Grenade Traps/2D markers.

Post by Wh33lman »

[quote='


No offense to anyone, but EVERY loading tip should be the same..."RTFM"[/quote]

coming up with funny acronyms cant make me work any faster.
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