Insurgent Sapper Issue (please keep the artillery and grenade-traps)

General discussion of the Project Reality: BF2 modification.
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Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Raklodder »

Howdy all,

while playing as a sapper yesterday for several hours, I started to wonder why or if they did actually remove the artillery and grenade traps for the latest BETA and future PR v1.0? If this is the case and it's all about them (three rocks and water containers) the game have surely lost a few points in what I would consider to be the fun factor; which of course is relative, but for which is still a key factor why I keep playing this mod instead of today's pathetic and rather easy first-person-shooters, some even with an auto-aim feature, so please do enlighten me if I'm a bit slow or lack the latest news and information, but clearly a complete removal of grenade-traps and artillery IEDs are bad?

Kind regards
Raklodder
labonte95
Posts: 174
Joined: 2011-02-12 20:31

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by labonte95 »

yeah. i was wondering why they took it out too. i love being a sapper.

Thanks to WarEagle751 for the Signature pic!
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by MADsqirrel »

I tested the ARF engineer in 1.0 a bit and if you dont know, he has:
A mortar IED, big Radio controled IED (the yellow TNT pack for bridges and stuff) another IED, called also Radio controled IED looking like a a bigger Pipe bomb and the pressure plate IED (water container) which is basicely a mine (against vehicles AND Inf).

Not sure what the rifleman AP has but i think it was only clymores.

The mortar IEDs are similar to Arty IEDs but only against inf.

I doubt they will remove the arty IED on Iraqi INS maps and i guess they will keep the sapper for those maps too.
Grenade traps on the other side cause more TKs then kills so they should be removed IMO.
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Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Raklodder »

MADsqirrel wrote:Grenade traps on the other side cause more TKs then kills so they should be removed IMO.
They should not be removed; in fact when you mark them as a mine (this feature should be added for all traps) on your tactical map all there's to it is for people to actually pay attention to their surrounding, traps, markers and finally understand that there are dangers in wars, domestic and foreign.

Chaosfox_[434th]
Posts: 116
Joined: 2010-04-29 21:16

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Chaosfox_[434th] »

just because you mark it doesn't mean ppl will see it. I mark my mines and traps all the time and members of my own team still trigger them anyway. I even announce over team that the traps or mines are where they are and yet most of the kills from them are tk's so raklodder your point of that marking them will lead to ppl paying attention to the fact that they are there is a mute point
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camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by camo »

I think they should remove the punish ability from grenade traps and such, i know you don't like being briefly dead and that it "so terribly" annoying to be killed but the punishing for people thinking ahead and setting up a trap that you walked into is not deserving.
P.S not talking about any of ^^^you guys just so you know.
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Adalaxy
Posts: 103
Joined: 2013-03-05 00:09

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Adalaxy »

Most people who die from nade traps are people rushing into the cache for ammo. All the while the Local sapper is calling out "Trip mines! check your map!" at that point its all Down Darwin Hill.
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DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by DesmoLocke »

You're supposed to trap likely avenues of approach by the enemy.

Setting a trap so close to the cache is just asking for TKs and hinders the re-arming efforts of friendlies with RPGs, AA's, etc.
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PR player since 0.5 (Feb 2007)

Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Raklodder »

DesmoLocke wrote:Setting a trap so close to the cache is just asking for TKs and hinders the re-arming efforts of friendlies with RPGs, AA's, etc.
I had to do it quick on a public server, picked the closest spot and then record my minor demonstration.
Thargret_matcher
Posts: 27
Joined: 2009-07-04 15:36

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Thargret_matcher »

DesmoLocke wrote:You're supposed to trap likely avenues of approach by the enemy.

Setting a trap so close to the cache is just asking for TKs and hinders the re-arming efforts of friendlies with RPGs, AA's, etc.
When the cache is unspawnable, and theres less than 5 people within voice proximity I dont have a problem with Trapping the cache, it gives time for those respawning else where to make it back before someone rushes in and burns the cache.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Pvt.LHeureux »

Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Raklodder »

Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
That's not a bad idea, sir! If only the DEVs could take your advise into consideration for v1.0!
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Trooper909 »

Another good thing removed because people are stupid.Just make it so friendly players cant trigger grenade traps...
you could argue that irl other insurgents will know the locations of them by heart and simply step over them.
Or if you like the gameplay argument.insurgents need every tool they can get to combat the tanks,attack helo's,apc's,extra powerful infantry weapons etc to be balanced and removing yet another advantage of the faction will make them more cannon fodder then they already are.

Could just keep it how it was its not like the life of one stupid insurgent makes you lose tickets in turn the game.
KillJoy[Fr]
Posts: 837
Joined: 2010-12-28 20:51

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by KillJoy[Fr] »

Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
Most of the people who run over mines is because of the speeding and non-checking the map, i'm not sure a 5meter would help for that, except for the buried mine.
Au dela du possible ...
labonte95
Posts: 174
Joined: 2011-02-12 20:31

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by labonte95 »

Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
+1

this would defiantly reduce the friendly casualties caused by grenade traps. I'm guessing IRL insurgents would know the location of their own traps and know not to step on them. No matter how many times you yell in local chat that there are mines in the area, people still always set them off so i say this is a good idea. if you can see the grenade trap before you walk through a door way or through an alleyway, obviously you wont run straight over it.

Thanks to WarEagle751 for the Signature pic!
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Arab »

Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
+1 for that idea.
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by doop-de-doo »

Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
OT but...that should be given only to combat engies IMHO.

:evil: B4TM4N :evil:
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by Raklodder »

doop-de-doo wrote:OT but...that should be given only to combat engies IMHO.
I just watched one of them awesome videos made by K4on himself, and surely this is why we or rather you (DEVs) should keep them grenade traps; if I understand he's message completely this is something that all soldiers would be able to do with their shovels, in case of an emergency (finding an enemy friendly grenade-trap) and defusing it.

Last edited by Raklodder on 2013-07-22 16:03, edited 5 times in total.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)

Post by waldov »

Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
+1 IRL insurgents would be briefed/warned of the location of booby traps and IEDs anyway.
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