No. One slot cannot have to different fire modes for two separate weapon systems.ToonS wrote:Would it be possible to have an alternate fire for the knife?
Right click and have a levering action instead of stab and make this to remove them? Although I have no idea if this could be set to one kit or not.
Remove Or Update The Rifleman Anti-Personnel Kit
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dtacs
- Posts: 5512
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Re: Remove Or Update The Rifleman Anti-Personnel Kit
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TheComedian
- Posts: 677
- Joined: 2011-01-08 13:46
Re: Remove Or Update The Rifleman Anti-Personnel Kit
I support the idea of having proximity detonated claymores. Maybe it could be set up like the grenade trap with a long wire sticking out the front to simulate the tripwires you can make in RL.
The proximity claymore could be made to become armed ~1 minute after it is placed to make them useless when used offensively (put a claymore round the corner like in vBF2)
One drawback however is that you will get a LOT of TK's.
The proximity claymore could be made to become armed ~1 minute after it is placed to make them useless when used offensively (put a claymore round the corner like in vBF2)
One drawback however is that you will get a LOT of TK's.
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: Remove Or Update The Rifleman Anti-Personnel Kit
It makes me wonder...would it be possible to code it similar to the rope so that the person deploying claymores can pick them up by pushing G?

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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: Remove Or Update The Rifleman Anti-Personnel Kit
This is true. But how about adding "special" knife (like "special" green binocs for Cell Leader) that would destroy claymore and if it's damaged in such a way it return to the player kit pool of claymores? But doubt it's possible. I'm a idiot when it comes to programming, so I'm just thinking aloud. ;pdtacs wrote:No. One slot cannot have to different fire modes for two separate weapon systems.
I guess "heal" effect on at mines by wrench make them come back, so I'm wondering if "kill" effect would do the same effect - but with different method (note that it would then mean that AP would be as well used offensively - to disarm enemy Claymores - which I find appealing).
Oh god, please no. It's not realistic and appealing for game. In game you don't have civilians walking around and taking casualties of spamming ap mines...TheComedian wrote:I support the idea of having proximity detonated claymores. Maybe it could be set up like the grenade trap with a long wire sticking out the front to simulate the tripwires you can make in RL.
The proximity claymore could be made to become armed ~1 minute after it is placed to make them useless when used offensively (put a claymore round the corner like in vBF2)
One drawback however is that you will get a LOT of TK's.
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Remember that proximity triggered anti-personell mines are forbidden for many militaries. Excluding the US, Russia and China, though, if I recall correctly. But it'd be a bit unbalanced to give these three better equipment than the others for no apparent reason other than having a fancy new toy.
Does that kit have trip flares? If not, add those perhaps. In combination with claymores they'd be a compromise.
Or do something else about the equipment, but not the vBF2 claymores.
Does that kit have trip flares? If not, add those perhaps. In combination with claymores they'd be a compromise.
Or do something else about the equipment, but not the vBF2 claymores.

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Kain888
- Posts: 954
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Re: Remove Or Update The Rifleman Anti-Personnel Kit
It does.Spec_Operator wrote: Does that kit have trip flares? If not, add those perhaps. In combination with claymores they'd be a compromise.
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SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Remove Or Update The Rifleman Anti-Personnel Kit
I'd like to see them removable(able to be picked back up)
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
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Psyko
- Posts: 4466
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Re: Remove Or Update The Rifleman Anti-Personnel Kit
i used it a few times with good efficiency. i think it works best on small jungle maps. because the forest maps are so big its difficult to create a useful proximty around the protected location.
The very nature of the problem is to do with the flag radius in AAS. if im on a large forest map with a few big flag radii then its difficult to interperate where the enemy squad is going to cap from. and even if my squad was to protect lets say...a trench or somthing with a RAP kit, it would involve having to bait an enemy squad into a trap, giving away your position (likely the only good defencive location on your side of the flag cap radius. inviting them to attack you again and again.) and who wants that?
I think the kit should be given a few more claymores in each detonator slot, that way you can protect a more useful area. that and a few more signal flares. but more importantly, it should be given a wrench ability to lift the claymores, so that if the clays were left in a dumb location they can be relocated to a more useful place.
The very nature of the problem is to do with the flag radius in AAS. if im on a large forest map with a few big flag radii then its difficult to interperate where the enemy squad is going to cap from. and even if my squad was to protect lets say...a trench or somthing with a RAP kit, it would involve having to bait an enemy squad into a trap, giving away your position (likely the only good defencive location on your side of the flag cap radius. inviting them to attack you again and again.) and who wants that?
I think the kit should be given a few more claymores in each detonator slot, that way you can protect a more useful area. that and a few more signal flares. but more importantly, it should be given a wrench ability to lift the claymores, so that if the clays were left in a dumb location they can be relocated to a more useful place.
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ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: Remove Or Update The Rifleman Anti-Personnel Kit
QFT... all parts.Psykogundam wrote:i used it a few times with good efficiency. i think it works best on small jungle maps. because the forest maps are so big its difficult to create a useful proximty around the protected location.
The very nature of the problem is to do with the flag radius in AAS. if im on a large forest map with a few big flag radii then its difficult to interperate where the enemy squad is going to cap from. and even if my squad was to protect lets say...a trench or somthing with a RAP kit, it would involve having to bait an enemy squad into a trap, giving away your position (likely the only good defencive location on your side of the flag cap radius. inviting them to attack you again and again.) and who wants that?
I think the kit should be given a few more claymores in each detonator slot, that way you can protect a more useful area. that and a few more signal flares. but more importantly, it should be given a wrench ability to lift the claymores, so that if the clays were left in a dumb location they can be relocated to a more useful place.
The most effective AP mines I've placed have been in locations where I expect the enemy to travel... of course this is in insurgency as an insurgent. Otherwise with such an emphasis on the attack AP kits hjust lost their glory...
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ShockUnitBlack
- Posts: 2100
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Re: Remove Or Update The Rifleman Anti-Personnel Kit
I think the biggest issue here is how we make it so the Rifleman AP is actually picked up for use every once-in-a-while by a six man squad - that is, instead of your Marksman or AR kit. Obviously the much-touted 128 player servers and 8-man squads will change this up a lot, but the devs have said that those features aren't going to making .96 - so in the meantime we've got a problem.
PS - I agree the player should be able to pick the mines back up, although I don't know if that's actually possible in real life.
PS - I agree the player should be able to pick the mines back up, although I don't know if that's actually possible in real life.
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- Zrix
- Posts: 4425
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Re: Remove Or Update The Rifleman Anti-Personnel Kit
After checking a field manual I found online it seems quite possible, albeit more time consuming than placing it. However even if it's not 100% realistic, I think realism can sometimes be put aside for the sake of gameplay.ShockUnitBlack wrote:PS - I agree the player should be able to pick the mines back up, although I don't know if that's actually possible in real life.
Last edited by Zrix on 2011-06-10 23:34, edited 1 time in total.

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Reddeath
- Posts: 308
- Joined: 2010-03-02 01:39
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Considering its, generally, a command detonated device it makes no sense that you cant just pick one up, you don't have to pop open a shell and cut a wire or anything, obviously I am no expert in the situation but it makes logical sense that you can simply pick one up and the most you would have to do is deactivate it.ShockUnitBlack wrote: PS - I agree the player should be able to pick the mines back up, although I don't know if that's actually possible in real life.
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mangeface
- Posts: 2105
- Joined: 2009-12-13 09:56
Re: Remove Or Update The Rifleman Anti-Personnel Kit
ytman wrote:QFT... all parts.
The most effective AP mines I've placed have been in locations where I expect the enemy to travel... of course this is in insurgency as an insurgent. Otherwise with such an emphasis on the attack AP kits hjust lost their glory...
I've used them on Op Barracuda with some great success. But, that was in a defensive role. Good place on that map to use them is at the control tower at the airbase. Tripflare the doors, plant your claymores, and watch your map with the detenator in hand.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Remove Or Update The Rifleman Anti-Personnel Kit
^why watch the map? do the trip flares now show up on the map?
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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tntkid22
- Posts: 110
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Re: Remove Or Update The Rifleman Anti-Personnel Kit
Map = no teamkills when you hear/see the tripflares go off.Bringerof_D wrote:^why watch the map? do the trip flares now show up on the map?
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Teh0
- Posts: 54
- Joined: 2008-06-12 08:00
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Just like in BF2142. I don't think that soldiers blow their claymores when they are not needed.CroCop wrote:It makes me wonder...would it be possible to code it similar to the rope so that the person deploying claymores can pick them up by pushing G?
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-CAL ACO-
- Posts: 118
- Joined: 2011-04-19 00:15
Re: Remove Or Update The Rifleman Anti-Personnel Kit
i don't think the kit needs to be removed if anything i think that the kit needs a broder niche because it's far to narrow as mentioned.
an honestly i can think of many newbie and tactical ways to literally seal off a building or boobie trap a base or area
for example, instead of setting a trap to keep enemies from entering a building, (especially on maps like beriut) instead stop enemies from leaving a building by claymoring door ways so that anyone trying to exit and check the perimeter will find them selves spontaneously-combusting. also this strategy keeps them moving out of an area, and it's actually easier to monitor than for a person inside a building.
an honestly i can think of many newbie and tactical ways to literally seal off a building or boobie trap a base or area
for example, instead of setting a trap to keep enemies from entering a building, (especially on maps like beriut) instead stop enemies from leaving a building by claymoring door ways so that anyone trying to exit and check the perimeter will find them selves spontaneously-combusting. also this strategy keeps them moving out of an area, and it's actually easier to monitor than for a person inside a building.
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reozm
- Posts: 52
- Joined: 2011-05-01 15:45
Re: Remove Or Update The Rifleman Anti-Personnel Kit
I don't think Rifleman AP is that useless.
On Ins today I put a bunch of tripflares and claymores together by entrances. I find that really useful since if I hear something go off I can just blow the claymore.
It's just that besides claymores there's nothing strictly anti-personnel used in the military.
On Ins today I put a bunch of tripflares and claymores together by entrances. I find that really useful since if I hear something go off I can just blow the claymore.
It's just that besides claymores there's nothing strictly anti-personnel used in the military.
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hanadul44
- Posts: 15
- Joined: 2011-06-09 11:54
Re: Remove Or Update The Rifleman Anti-Personnel Kit
give the AP a wrench for picking the Claymores up while moving. this makes the AP mobile
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Tarranauha200
- Posts: 1166
- Joined: 2010-08-28 20:57
Re: Remove Or Update The Rifleman Anti-Personnel Kit
Spec_Operator wrote:Remember that proximity triggered anti-personell mines are forbidden for many militaries. Excluding the US, Russia and China, though, if I recall correctly. But it'd be a bit unbalanced to give these three better equipment than the others for no apparent reason other than having a fancy new toy.
Does that kit have trip flares? If not, add those perhaps. In combination with claymores they'd be a compromise.
Or do something else about the equipment, but not the vBF2 claymores.
Well...if there would be big war like most conventional faction vs conventional faction fights in PR, I doupt if countries would go by these codes if breaking them would gain advantidge.


