Mine Mark Limit up to 10

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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Mine Mark Limit up to 10

Post by Pronck »

Is it possible to make the mine mark limit to 10. Because sappers place most of the time more then 3 mines. And it's not great to get teamlkills time after time, even if you warn them true chat they still drive into that mine. And because 10 mines is most unlikely to place in a short time I would prefer that number. Because if you place an ambush with more then 3 mines a lot of teammates drive in it without watching, and punish you after then.
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: Mine Mark Limit up to 10

Post by Jafar Ironclad »

Make a cluster of mines to deny passage in one area, and use a single marker to denote the mine cluster.
Shredhead99
Posts: 301
Joined: 2009-05-20 09:20

Re: Mine Mark Limit up to 10

Post by Shredhead99 »

I don't really understand at all why you changed a perfectly working system? Make the minemarkers unlimited again for sappers and engineers! Even if the mines vanish under still existing markers, it won't hurt anyone, but now TK rates getting higher and higher again because of this stupid limitation.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Mine Mark Limit up to 10

Post by Tim270 »

The number of mines is not the problem, its the people who do not check their maps and drive over them.
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lucidrians
Posts: 802
Joined: 2009-05-04 17:59

Re: Mine Mark Limit up to 10

Post by lucidrians »

Tim270 wrote:The number of mines is not the problem, its the people who do not check their maps and drive over them.
He is suggesting adding more mine markers not mines, obviously if you only have 3 and place 4 you cannot mark one and therefore people may drive over them even if they check their map.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Mine Mark Limit up to 10

Post by HAAN4 »

Markers has autmost very boring to place in PR 0.874 version, has you need to wait couldown to place markers (and a decent plan need loot's of markers to ensure team organization)

So i not only aprove that, has i aprove to remove Commander couldown marker. So long commander will be sirius, the marker couldown will be not necessary, if he is not sirius, we can alway put a Multiny in he's ***.
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Mine Mark Limit up to 10

Post by rampo »

HAAN4 wrote:Markers has autmost very boring to place in PR 0.874 version, has you need to wait couldown to place markers (and a decent plan need loot's of markers to ensure team organization)

So i not only aprove that, has i aprove to remove Commander couldown marker. So long commander will be sirius, the marker couldown will be not necessary, if he is not sirius, we can alway put a Multiny in he's ***.
The markers are placed in PR like vehicle drops in BF2, BF2 1.5v made a delay in the engine so the cars can only be deployed every 5 minutes. So that cooldown time is not ment to stop spam just a annoying little thing that comes whit BF2 engine.
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Phantom2
Posts: 195
Joined: 2009-04-04 01:27

Re: Mine Mark Limit up to 10

Post by Phantom2 »

It's already bad enough with the infinite ammount of mine markers. Regardless I myself (sometimes) and other people don't pay attention to marked mines.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Mine Mark Limit up to 10

Post by dbzao »

It was a decision to help with mine icons possible lag by having too many, so it's not going to be reverted.

You can use only a single marker to denote that the area is blocked by mines, you don't need to mark each individual mine.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: Mine Mark Limit up to 10

Post by Pariel »

Except that doesn't work -- people will attempt to drive past your mines, and get blown up by them.

Three markers is definitely too few. Perhaps ten is too many if there is in fact lag (which, frankly, I don't believe, having seen my map absolutely plastered in mine markers and never having trouble in .87).
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Mine Mark Limit up to 10

Post by DankE_SPB »

Pariel wrote:frankly, I don't believe, having seen my map absolutely plastered in mine markers and never having trouble in .87
you would, if you had seen how asshats crashed servers with those markers :-x
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: Mine Mark Limit up to 10

Post by CallousDisregard »

If you want to lay a minefield and be sure no friendlies drive over it you have to watch it.
If you don't zoom all the way often the SLs marker on the map is larger than the mine marker.
Does "punish" even do anything in PR ?
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Mine Mark Limit up to 10

Post by Pronck »

Yes and after 3-5 TKs you get kicked most of the time.
Meester
Posts: 154
Joined: 2007-07-15 00:05

Re: Mine Mark Limit up to 10

Post by Meester »

Id like the ability to remove my own mine markers, or maybe for my sl to do it.
Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: Mine Mark Limit up to 10

Post by Pariel »

[R-CON]DankE_SPB wrote:you would, if you had seen how asshats crashed servers with those markers :-x
It seems to me that 10 per person (320 max) is a lot -- but legitimately how many people can put them down?

Is there any way to make the number kit specific? Say, 3 for non-Combat engineers (ie: insurgent grenade traps, claymores), 10 for combat engineers?

Alternatively, it's probably better to simply pull it from the insurgent grenade traps (since 90% of the time people don't pay attention to them anyway) and allow combat engineers to place 10 or 20.

Either way, 3 is ridiculously low. Certainly 5 or so could be handled without difficulty.
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