First off, I don't think this is a high priority fix because Rifleman AP isn't the most used kit at all. But anyways, I wanted to suggest a fix on the M18 Claymore range and arc. In Project Reality, the kill radius at at 120 degrees and at 60 degrees at the median. The lethal zone is at only 27 meters and you can get wounded at 45. You can also not get injured at all by standing directly behind it. In real life, as this is Project Reality, the claymore range and radius is much larger than that. The lethal kill zone on a claymore is up to 50 meters and in a 60 degree median arc in front of the claymore. IT is also moderately effective up to 100 meters and "dangerous" out to 250 meters. The claymore has a full damage zone on a arc of 360 degrees. The kill zone is on a arc of 60 degrees up to 50 meters. There is a damage zone in that 60 degrees up to 250 meters. Then, for a full 180 degree arc, there is a secondary missile hazard up to 250 meters. Directly behind the claymore, there is a kill zone of 18 meters. Also, for a full 100 meters behind and out at angles behind, there is a secondary missile hazard. This means that friendlies within 100 meters behind the M18 Claymore have to be in a safe position that can block projectiles from them.
Source: M18 Claymore
Whoo...That's a lot of text for me.
Claymore Range
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Vision_16
- Posts: 210
- Joined: 2009-05-10 13:03
Claymore Range

|TG| MagnumPI : "Well that was a fun march of pwnage."
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alberto_di_gio
- Posts: 534
- Joined: 2009-12-11 09:47
Re: Claymore Range
I guess 250 m. is far away from danger zone. The fragments can travel up to 250 m (270 yd) forward of the weapon. I guess what is important is:Ohais wrote:The lethal kill zone on a claymore is up to 50 meters and in a 60 degree median arc in front of the claymore. IT is also moderately effective up to 100 meters and "dangerous" out to 250 meters. The claymore has a full damage zone on a arc of 360 degrees. The kill zone is on a arc of 60 degrees up to 50 meters. There is a damage zone in that 60 degrees up to 250 meters. Then, for a full 180 degree arc, there is a secondary missile hazard up to 250 meters.
The optimum effective range is 50 m (55 yd), at which the optimal balance is achieved between lethality and area coverage with a hit probability of 30% on a man-sized target.

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Vision_16
- Posts: 210
- Joined: 2009-05-10 13:03
Re: Claymore Range
Yes, I'm just saying there is still a threat (although minimal) up to 250 meters from the detonation in real life. Not saying the 250 meters danger zone should be implemented into PR.

|TG| MagnumPI : "Well that was a fun march of pwnage."
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Kim Jong ill
- Posts: 166
- Joined: 2009-06-07 09:36
Re: Claymore Range
Just a heads up; Devs aren't taking suggestions for factions which already have a military advisor. I would assume that the MA has made an educated decision taking into account the myriad of variables and put forth a damage system that fits within the parameters of gameplay and engine limitations.
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Jigsaw
- Posts: 4498
- Joined: 2008-09-15 02:31
Re: Claymore Range
This.Kim Jong ill wrote:Just a heads up; Devs aren't taking suggestions for factions which already have a military advisor. I would assume that the MA has made an educated decision taking into account the myriad of variables and put forth a damage system that fits within the parameters of gameplay and engine limitations.
Please see the *** thread for more information.
Locked.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
