I think the thread is about The Wrench, and not nerfing IEDs to the point of never using them.Hunt3r wrote:To get rid of the "hey guys let's use infantry to clear mines" ridiculousness, how about we just have mine-rollers or mine-plows attached to an APC? Same APC would have a "detonate IEDs within x distance" feature. Call it a cellphone broadcaster.
The Wrench
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ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: The Wrench
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sharpeh
- Posts: 2
- Joined: 2011-01-27 23:01
Re: The Wrench
Replace the wrench with a breaching charge ala C4. Make it's blast radius very small but able to blow open doors and the ilk or set off IEDs.
CE's should also have a something more to do with building, kinda defeats the point of the words CE if basically all they do is lay mines
CE's should also have a something more to do with building, kinda defeats the point of the words CE if basically all they do is lay mines
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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: The Wrench
How long have you been waiting for someone to say that dtacs?dtacs wrote:You called?
Leave the CE kit as is. People DO use all the current tools in the kit. On insurgency maps, i often take it, and my squad goes "stealthing around" for caches. If we come across enemy vehicles, we mine them. If we come across enemy mines, we remove them. It saves our team alot of trouble of having to go around, and it saves tickets for those careless people.
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Sinbe
- Posts: 23
- Joined: 2008-07-08 14:12
Re: The Wrench
I agree with the suggestion that CE kit could build everything faster than CO even without being the SL. That really would make a difference when building a fob on maps like Kashan, where there isn't much time to fortify the bunkers before the enemy armor arrives.
However there's a small problem with the fortifications in the newest version rendering them practically useless. On Siege at Ochamchira our squad built an epic fob inside one of the warehouses with barbed wire blocking the rear entrance, HMG's and TOW covering the front and foxholes for infantry to hide if the enemy tried to attack. It took four mortar shells on the roof of the warehouse (10m high or so), none on the ground, to destroy the fob, both crates, hmg's, barbed wire and the foxholes (lol). At the same time they did zero damage to the infantry inside the same building... After that I've pretty much decided to only build hidden fobs on <4km maps. Might not be the right topic to talk about this though, but this has to be looked into.
I'd also like to see the CE to be able to carry two or three mines at the same time, so it can be used effectively to create minefields. With the current system it takes about an hour to make anything useful on large non-urban AAS maps.
However there's a small problem with the fortifications in the newest version rendering them practically useless. On Siege at Ochamchira our squad built an epic fob inside one of the warehouses with barbed wire blocking the rear entrance, HMG's and TOW covering the front and foxholes for infantry to hide if the enemy tried to attack. It took four mortar shells on the roof of the warehouse (10m high or so), none on the ground, to destroy the fob, both crates, hmg's, barbed wire and the foxholes (lol). At the same time they did zero damage to the infantry inside the same building... After that I've pretty much decided to only build hidden fobs on <4km maps. Might not be the right topic to talk about this though, but this has to be looked into.
I'd also like to see the CE to be able to carry two or three mines at the same time, so it can be used effectively to create minefields. With the current system it takes about an hour to make anything useful on large non-urban AAS maps.


