Remove the arming time on rifleman's AP detonator
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Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Remove the arming time on rifleman's AP detonator
As we know, rifleman AP is the least used kit ingame (except in some Russian insurgency maps, in where it comes with a scoped rifle). So a small change that would make it a bit more viable would be to remove the arming time on the detonator.
In before someone says real detonators have such arming time - in real life you can arm the detonator and just set it aside and use it immediately when needed, in PR you cannot.
In before someone says real detonators have such arming time - in real life you can arm the detonator and just set it aside and use it immediately when needed, in PR you cannot.
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bahiakof
- Posts: 169
- Joined: 2008-04-22 22:10
Re: Remove the arming time on rifleman's AP detonator
The Rifleman AP (conventional faction) kit is useless. It would be best if it were activated by wire, or if you had the option to choose both modes: Wire or Remote (the reality is like this).

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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: Remove the arming time on rifleman's AP detonator
I agree, the "arming" time can easily be removed for gameplay, maybe to counteract, add some seconds to the deployment of claymore. It would represent the dug in defense better IMO.
Wire operated is kinda meh. Reminds me of the BF2 claymores on the top of the ladders.
Wire operated is kinda meh. Reminds me of the BF2 claymores on the top of the ladders.
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Spitfire1.2
- Posts: 23
- Joined: 2015-04-09 14:24
Re: Remove the arming time on rifleman's AP detonator
I up for wired claymores, maybe one remote operated mine and one "victim-operated"?
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Jabil_One
- Posts: 135
- Joined: 2017-03-11 18:01
Re: Remove the arming time on rifleman's AP detonator
landmines or mines in generally, that arent remote detonated are banned from conventional methods of warfare.
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LEGIYA
- Posts: 160
- Joined: 2017-07-04 23:02
Re: Remove the arming time on rifleman's AP detonator
I played on Fools Road,theres a hospital building that has underground part on Estate which is pretty hard to go through when nmy is camping there.bahiakof wrote:The Rifleman AP (conventional faction) kit is useless. It would be best if it were activated by wire, or if you had the option to choose both modes: Wire or Remote (the reality is like this).
Soultion,place ap mine at the very edge(so it falls down) activate it and clears all nmies.
Pretty cool use of it
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FFG
- Forum Moderator
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- Joined: 2014-03-18 04:47
Re: Remove the arming time on rifleman's AP detonator
I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
e.g.
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Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Remove the arming time on rifleman's AP detonator
Yup, all those PR videos on youtube and only one showing killing someone with claymore, and the kill is just for lulz. Sums the effectiveness of rifleman AP just about right.FFG wrote:I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
In my 7 years of playing PR I've seen this kit being used once
to teamkill 15+ friendlies at the carrier on Muttrah
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Hunter291
- Posts: 73
- Joined: 2015-06-01 21:43
Re: Remove the arming time on rifleman's AP detonator
ever played ins?
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QuickLoad
- Posts: 609
- Joined: 2014-06-20 20:07
Re: Remove the arming time on rifleman's AP detonator
of the few times(maybe 7) that i've ordered a guy to use rifleman AP or used AP myself is:
1. scoped rifle like many have said, can be used as an offensive marksman who can figh effectively close quarters, and when they're compromised they can set up defenses within seconds and inflict many casulties.
2. defensively used on a long chokepoint(like a hallway or a gap in a fence) that couldn't be holed up already.
I had a really far forward superFOB on muttrah city, wired everything up but left a hole that had zig-zagging barbed wire(you'd have to run through 3 layers in order to get in), at the end I put a claymore and multiple tripwires inside of those 3 wires, so any hostiles running in would not only have to get through 3 layers(would take a good 4 seconds) but also attract enough attention where one could detonate the claymore.
well, the MEC soldiers never came in and we moved out a couple minutes later.
1. scoped rifle like many have said, can be used as an offensive marksman who can figh effectively close quarters, and when they're compromised they can set up defenses within seconds and inflict many casulties.
2. defensively used on a long chokepoint(like a hallway or a gap in a fence) that couldn't be holed up already.
I had a really far forward superFOB on muttrah city, wired everything up but left a hole that had zig-zagging barbed wire(you'd have to run through 3 layers in order to get in), at the end I put a claymore and multiple tripwires inside of those 3 wires, so any hostiles running in would not only have to get through 3 layers(would take a good 4 seconds) but also attract enough attention where one could detonate the claymore.
well, the MEC soldiers never came in and we moved out a couple minutes later.
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Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: Remove the arming time on rifleman's AP detonator
Very niche kit. I'd rather use AR/MG/HMG for chokepoints
I remember that devs were about to add RPG-7 with thermobaric warhead to russian ap-rifleman kit?
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DogACTUAL
- Posts: 879
- Joined: 2016-05-21 01:13
Re: Remove the arming time on rifleman's AP detonator
Thermobaric warhead (and fragmentation warhead) were put on ice.
Last edited by DogACTUAL on 2017-09-26 09:43, edited 2 times in total.
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inb4banned
- Posts: 234
- Joined: 2015-02-20 10:48
Re: Remove the arming time on rifleman's AP detonator
5x the effort for a single kill...FFG wrote:I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
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Vista
- Posts: 1282
- Joined: 2011-04-30 10:36
Re: Remove the arming time on rifleman's AP detonator
IMO the most fair way of making the kit balanced/useful is by making the claymores detonate automatically when people walk closely in front of them, but make the kit's avalability the same as a HAT or Sniper.
Also limit the maximum of claymores you can deploy by 2.
Also limit the maximum of claymores you can deploy by 2.
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Remove the arming time on rifleman's AP detonator
That was at least 2-3 kills. I was setting it up to kill the squad on the other side of the riverbed when one happened to run up to my bush, but I heard at least one more scream and die on the other side. The blast range makes them pretty hilarious on Ia Drang. They ignore the foliage and can delete a bunch players hiding in a section of bushes at once.inb4banned wrote:5x the effort for a single kill...
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fecht_niko
- Posts: 347
- Joined: 2013-06-29 13:42
Re: Remove the arming time on rifleman's AP detonator
I'm pretty sure that your M14 was way more OP than this 1-2kills...[R-DEV]M42 Zwilling wrote:That was at least 2-3 kills. I was setting it up to kill the squad on the other side of the riverbed when one happened to run up to my bush, but I heard at least one more scream and die on the other side. The blast range makes them pretty hilarious on Ia Drang. They ignore the foliage and can delete a bunch players hiding in a section of bushes at once.
Looking forward to some: "Hello this is FFG/Zwilling and today I'll show you how to" vids.
Cheers,
The Chicken
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Remove the arming time on rifleman's AP detonator
Glad to hear it, maybe we could even do a collab so you can show us how to win a tournamentfecht_niko wrote:Looking forward to some: "Hello this is FFG/Zwilling and today I'll show you how to" vids.
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Vista
- Posts: 1282
- Joined: 2011-04-30 10:36
Re: Remove the arming time on rifleman's AP detonator
But to do a collab you need to get the balls to participate first[R-DEV]M42 Zwilling wrote:Glad to hear it, maybe we could even do a collab so you can show us how to win a tournament
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Remove the arming time on rifleman's AP detonator
Nah, TZ doesn't have fun unless we're winning, so there's no point until you teach us how to git gud. We try not to overstate ourselves when we don't have the skill to back it up, that can be pretty embarrassingVista wrote:But to do a collab you need to get the balls to participate first
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Vista
- Posts: 1282
- Joined: 2011-04-30 10:36
Re: Remove the arming time on rifleman's AP detonator
Any thoughts on this? I think it's a fair proposition.Vista wrote:IMO the most fair way of making the kit balanced/useful is by making the claymores detonate automatically when people walk closely in front of them, but make the kit's avalability the same as a HAT or Sniper.
Also limit the maximum of claymores you can deploy by 2.
Thanks for being honest, I apprectiate it.[R-DEV]M42 Zwilling wrote:Nah, TZ doesn't have fun unless we're winning, so there's no point until you teach us how to git gud. We try not to overstate ourselves when we don't have the skill to back it up, that can be pretty embarrassing




