IED feedback

boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: IED feedback

Post by boilerrat »

anglomanii wrote:i have recently been told, the taliban have started using a different type op IED it's kinda frightning, if ninjadan or jaymz would like me to elaborate i will, but it's not for public consumption.
IRL or private playtest?

And is it a EFP?
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Leeu
Posts: 89
Joined: 2007-02-13 16:02

Re: IED feedback

Post by Leeu »

Nebsif wrote:IEDs will NOT destroy caches anymore, even if placed on the cache, kinda exploitable.. and its still uber cool vs inf, srsly guys u cant expect a pipebombs to take down APCs..
I've taken a cache from zero damage to smoking badly by placing 8 spawnable IEDs NEAR it (ranging from 1m to 20m away) and detonating - quick 5 minutes in an empty INS server.

If i'm correct in assuming smoking is the preamble to burning and blowing (as has always been the case) then spawnable kit IEDs (i.e. glorified hand grenades) do some damage to the cache but it won't take it out on the the first few.
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: IED feedback

Post by mosinmatt »

I like that the "pipebomb" IED is weaker.
It will still take out a humvee if you get a good hit on it. Not blow it up, but cause it to flame up.
As stated before, they are anti personnel bombs. Use your mine for vehicles.
One thing to do...walk around corners with the IED out (sneaky sneaky) see a squad? toss it down and blow them up (and yourself with them) Or run away and lay a trap. Any good ambush will have some ammo crates near by.
We had like 5 Arty IEDs once, took out the tank as well. We were able to quickly resupply as the truck dropped ammo crates nearby (LOVE that BTW. it is almost like a mobile cache!)
boilerrat
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Joined: 2009-09-02 07:47

Re: IED feedback

Post by boilerrat »

I spread out 10 artillery IEDs in southern fallujah on a small strip of road with the aid of that truck.

I sat in a small building for 30 minutes, hearing troops walking under me... eventually here comes the LAV and a hummvee, BOOM.

Never felt so satisfying.
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Amir
Posts: 167
Joined: 2010-03-10 19:35

Re: IED feedback

Post by Amir »

The hamas, taliban,etc need to have more powerfull IED (i think)
boilerrat
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Re: IED feedback

Post by boilerrat »

They do now, I suggested them to get a artillery IED for the combat engineer.
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Leeu
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Joined: 2007-02-13 16:02

Re: IED feedback

Post by Leeu »

hey boilerrat so what's the current situation with 0.91 for:

sapper kit IEDs? previous version = useless as they were basically glorified hand grenades. DEVs tried to be all smart and say they're supposed to be anti-personnel, funny as the sapper kit already has two grenade traps. have they corrected the blast power?

artillery IED? they used to be a joke in 0.8 because it only had a bigger blast radius, not more powerful blast - so a tank or APC just rolled on past as if nothing happened. have they increased the number of arty kits that spawn and the blast power?
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: IED feedback

Post by dtacs »

The blast radius now for the ArtyIED is huge, they are very very effective, plus they are hard to see when placed in the ground. The normal IED still does some decent damage, good for putting around caches so when it goes down, you can blow it and hope to take some BLUFOR guys with it.
009783232
Posts: 42
Joined: 2008-11-14 03:53

Re: IED feedback

Post by 009783232 »

'[R-DEV wrote:Jaymz;1275553']The artillery IED does need to be made more available. We kind of made them all realistic to appearance without redoing the kit loadouts (Artillery IED will be far more common in the future).
The artillery ied is impractical as on many maps with the artillery ied, it is nearly impossible to observe your arty ied while being out of it's blast radius. Fools road is an example of this due to the number of trees. To make ieds a viable tactic again, there must be a range of types of ieds, rather than the extremes of pipe bombs and artillery shells.


Maybe an efp, taking the same idea from a claymore, except narrowing the cone of effect and making it do damage to vehicles?

Edit: The arty ied is also often ineffective for the same reason the jdams used to be ineffective. An arty ied exploded on one side of a flimsy wall will not kill someone on the other side.



Mines are however 100% effective and considering I can have 30 out, I don't have to tend to each one. Mines decaying 20 minutes after your death makes maintaining minefields difficult though, especially as ammo technicals don't respawn on maps like fallujah.
Last edited by 009783232 on 2010-04-17 09:55, edited 2 times in total.
killonsight95
Posts: 2123
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Re: IED feedback

Post by killonsight95 »

Leeu wrote:hey boilerrat so what's the current situation with 0.91 for:

sapper kit IEDs? previous version = useless as they were basically glorified hand grenades. DEVs tried to be all smart and say they're supposed to be anti-personnel, funny as the sapper kit already has two grenade traps. have they corrected the blast power?

artillery IED? they used to be a joke in 0.8 because it only had a bigger blast radius, not more powerful blast - so a tank or APC just rolled on past as if nothing happened. have they increased the number of arty kits that spawn and the blast power?
the sapper kit IED's are pretty useless against apc's but provide a good power against humvee's etc. they've been down gradded from previous versions as to allow for them not be spammed the whole time, they are now mainly anti-personal whcih is infact quite realistic due to the size of the explosive.


the artillary IED is now on all insurgent maps if i'm not mistaken and 3-4 can take down a tank if i'm correct, they are more powerful than before and have a servre advantage over the sapper kit.
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boilerrat
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Re: IED feedback

Post by boilerrat »

How often are small pipebombs used over mortar / artillery shells IRL?

Why not have mortar round IEDs that have the same characteristics of the mortar area attack?
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ytman
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Re: IED feedback

Post by ytman »

boilerrat wrote:How often are small pipebombs used over mortar / artillery shells IRL?

Why not have mortar round IEDs that have the same characteristics of the mortar area attack?
Pipebombs are used very rarely to my knowledge in Iraq. Instead roadside bombs are large Kilogram explosives on the scale of mines or artillery shells. However, since the sapper kit is a spawnable kit and unlimited I feel that this sacrifice must be made in effort of balance. Besides all sappers do have mines and can place 30 each. That is a maximum of 960 mines the Insurgency can place (the effective number is probably less than 100 though).

I would agree that there should be two Arty IED kits at all mains though. They are just too fun!
scope
Posts: 133
Joined: 2009-02-19 14:26

Re: IED feedback

Post by scope »

I love latest version of the ARTY IED. Placed 2 on the main road in Fallujah. Blew it up when a LAV was within 20 meters of it. Dead LAV. But the real suprise was the logi and abrams that it also killed 30-40 meters behind the LAV. I didn't even see the other pieces of armor...bonus kills I guess :D
ytman
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Re: IED feedback

Post by ytman »

I actually feel that the new Arty IED has a bit too big of an explosive kill radius when it comes to vehicles.

In Gaza I blew one 30+ meters away hiding behind a hill. I took no damage from the blast but the car behind me exploded instantly even though it was as protected as I was.

From my understanding these type of IEDs have a hard time killing armor unless its directly underneath it let alone from 'shrapnel' being flung 30 meters away.
Calhoun
Posts: 45
Joined: 2009-06-20 04:54

Re: IED feedback

Post by Calhoun »

I apologize for the revival and also if this has been discussed prior. I couldn't find anything relevant in a search and it seemed appropriate to post feedback of this sort in this thread.

A magazine link with each pipebomb detonator would increase the power of the sapper without turning him into a single man demolition team. He would have the new ability to place two under a single detonator without the need to resupply. I don't think two would instantly destroy any vehicle, but would cause enough damage to a light vehicle making it necessary to seek immediate repairs or to abandon the vehicle. Damage could be adjusted if this isn't the case.

A single sapper would become adept at broad area denial on his own, yet not to the degree where an entire squad inside their vehicle could be put down without his being assisted or resupplied.

I didn't feel that this deserved a suggestion thread as it's only a minor change that should probably be discussed.
Psyrus
Retired PR Developer
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Re: IED feedback

Post by Psyrus »

Calhoun wrote:A single sapper would become adept at broad area denial on his own, yet not to the degree where an entire squad inside their vehicle could be put down without his being assisted or resupplied.

I didn't feel that this deserved a suggestion thread as it's only a minor change that should probably be discussed.
Would it become a limited kit or would you still be able to have 6 in a squad ?
Calhoun
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Joined: 2009-06-20 04:54

Re: IED feedback

Post by Calhoun »

Psyrus wrote:Would it become a limited kit or would you still be able to have 6 in a squad ?
A limit of three per squad wouldn't hurt. These three would be as effective as six are at present anyway, while more effective at individual area denial, though at the cost of three men who are no longer necessarily dedicated to cache defense, of course.

This would mean it is no longer available unless you're in a squad, and that could actually be a positive change.
Psyrus
Retired PR Developer
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Re: IED feedback

Post by Psyrus »

Calhoun wrote:A limit of three per squad wouldn't hurt. These three would be as effective as six are at present anyway, while more effective at individual area denial, though at the cost of three men who are no longer necessarily dedicated to cache defense, of course.

This would mean it is no longer available unless you're in a squad, and that could actually be a positive change.
Agreed on all points :)
thebeanie
Posts: 119
Joined: 2009-01-18 05:39

Re: IED feedback

Post by thebeanie »

I didnt know how powerfull they were when i accidently set one in the insurgant main base.. Blew it up with me outside the main entrance and it destroyed everything in the area haha
Stoickk
Posts: 200
Joined: 2010-11-16 23:02

Re: IED feedback

Post by Stoickk »

An easy way to address this would be to link the ammunition for pipe bomb IED's the way arty IED ammo is linked. Currently, with the arty IED kit, once you place the first arty IED, you have to resupply to place a second. Just make it where you can place two pipe bomb IED's before resupply, regardless of detonation channel.

Also, as information, two pipe bomb IED's, detonated simultaneously at close range will destroy a light skinned vehicle, such as a hummvee.

And Beanie, if you don't know what something does, don't test it in main. ;)
Last edited by Stoickk on 2011-04-07 18:14, edited 1 time in total.
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