Mine (IED) marker in HUD not working?

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fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Mine (IED) marker in HUD not working?

Post by fatalsushi83 »

I noticed that one or two patches ago a small maker began to appear in your HUD when you got close to a water container IED, which I imagine was implemented to help avoid teamkills. But the marker appears only where you're less than a meter away (it says "0 meters"), at which point its usually too late to react anyway and you end up tripping the mine.

I'm all for having mine makers in your HUD because there will always be people who either put the water containers and grenade traps in really bad places or those who don't check their map for mine markers. But I think the range at which they appear should be extended to 3-5 meters.
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Mine (IED) marker in HUD not working?

Post by fatalsushi83 »

Let me add this since I haven't gotten any replies.

There was a discussion about adding markers to the HUD to show the location of water container IEDs because they cause so many teamkills. Check the end of this thread:

https://www.realitymod.com/forum/f18-pr ... em-21.html

Arab was kind enough to code this feature (the details are in the same thread) but I really don't understand what happened... The markers seem to have been implemented but appear only when you're really close to the IED. Is this intentional or will it be fixed? I'd really appreciate it if someone could clarify this.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Mine (IED) marker in HUD not working?

Post by waldov »

I'd say its a bug, though I personally hope that the broken IED team killing system will be fixed in future with a visible marker and/or less punishment for IED layers.
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fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Mine (IED) marker in HUD not working?

Post by fatalsushi83 »

Yeah, I really hope it gets fixed to. I think the sapper class in general just isn't as useful as it could be.

1. If you decide to stay close to the cache to defend it (which you should be doing as an insurgent) you simply can't use the water container IEDs because friendlies will eventually trip them. Marking them on the map and warning people over chat hardly makes a difference.

2. The mortar IED is very destructive but having only one trigger group makes it very inflexible. I think it would make more sense if you could plant a maximum of two IEDs on two separate triggers. Currently you can plant five but have to detonate them all at once, which is impractical from my experience.

3. You can only plant IEDs before the cache becomes known because Bluefor always surrounds it and camps the streets with ARs and vehicles. This means you only get one chance to detonate your IEDs (once again because of the single trigger group) sometimes just to kill a single breacher, and then can't even replant because there are too many enemies around.

Because of this inflexibility I find that it's much more effective just to camp with an RPG or machine gun. I really don't see any incentive to take the sapper over these weapons or even just a regular assault rifle/grenade kit.

I really appreciate that the devs have given the insurgents a boost since 1.0 but this kit, which should be a staple of the insurgent faction, could use some modification to make it more appealing, IMHO.
Last edited by fatalsushi83 on 2014-05-03 03:57, edited 3 times in total.
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