Remove the arming time on rifleman's AP detonator

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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Remove the arming time on rifleman's AP detonator

Post by viirusiiseli »

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.
Not realistic at all. Not good for gameplay.

In Zwilling's video you could have done the same with some good old hand grenades and then go in with your rifle.

Rifleman AP is pretty useless for conventional forces, it requires too much work/waiting and it will usually be for nothing.

Maybe if you had like 4 mines to begin with it could work.
centipod
Posts: 17
Joined: 2016-11-24 17:42

Re: Remove the arming time on rifleman's AP detonator

Post by centipod »

Lugi wrote: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.
As I have understood it. The 5 second arming time is just after you deploy the Claymore. You will hear a "charging" sound everytime you pull out the detonator but as long as it has been more than 5 seconds since you deployed the mine you could detonate the mine instantly after switching to the detonator.

I would like to use the kit more but the squadleaders won't let me! :P
Maybe give it an extra grenade or a chocolate bar or something!
Raidonrai
Posts: 90
Joined: 2015-01-23 15:17

Re: Remove the arming time on rifleman's AP detonator

Post by Raidonrai »

Maybe, for Russia at least, there could be some sort of alternative RPG warheads such as fragmentation rounds as those would be more specialised for anti-personnel purposes than anti-tank :thinking:
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Remove the arming time on rifleman's AP detonator

Post by waldov »

Personally I think victim/wire operated claymores should be allowed in conventional versus conventional battles, I mean if Russia and America had a big showdown would they really be worried about the moral implications of cluster bombs and victim detonated mines? As for unconventional battles the AP kit for conventional factions should just be a guy kitted up with more grenades, which is an extremely common tactic for house to house and close in terrain fighting irl, not to mention its implication would be a piece of cake. Claymore's are beyond useless for conventional forces in Insurgency maps otherwise. Image
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Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: Remove the arming time on rifleman's AP detonator

Post by Lugi »

waldov wrote:Personally I think victim/wire operated claymores should be allowed in conventional versus conventional battles, I mean if Russia and America had a big showdown would they really be worried about the moral implications of cluster bombs and victim detonated mines? As for unconventional battles the AP kit for conventional factions should just be a guy kitted up with more grenades, which is an extremely common tactic for house to house and close in terrain fighting irl, not to mention its implication would be a piece of cake. Claymore's are beyond useless for conventional forces in Insurgency maps otherwise. Image
Agree, but I'd also make rifleman AP have more ammo for his rifle apart from having more grenades. Maybe even give him the ability to share ammo and grenades with other (like an ammo bag or something).
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Remove the arming time on rifleman's AP detonator

Post by Murphy »

There are very few situations that a claymore would be more useful/effective than a grenade. This is the real issue with the kit. If I see an enemy I can shoot him, which doesn't require the enemy to move to a specific spot. These two factors will keep the AP kit, more specifically claymore, in the "pretty much useless" category. I would really like the kit to become more effective but those two points I brought up will always steer players towards other kits.

Might I suggest we flip the script and replace the AP kit with something that would be picked up more often?
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Remove the arming time on rifleman's AP detonator

Post by Roque_THE_GAMER »

Even if they decide to remove the rifleman AP today i would not miss it, back in the day i already try hard to use it but no work, i could just do better with the scope or if i had a Grenadier.
You just cant balance it, you either make it OP by being wired or make it useless by leaving as it is.
My only guess is to give to all the Rifleman APs a AT with High explosive variant only and trow the claymore to the engineer, but its going to be ratter weak compare to the grenadier 12(?) grenades to spawn all day unless if ammo isn't a issue.
[align=center]Sorry i cant into English...
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Fuller
Posts: 91
Joined: 2016-03-19 14:10

Re: Remove the arming time on rifleman's AP detonator

Post by Fuller »

Rifleman AP is a great kit which can be best used to defend t-buildings/bunkers/long corridors.
Especially in situations where the enemys use a lot of smoke (bathroom kashan bunkers) the tripflare can be very useful to detect enemy movement.The AP mines have a very big blast cone which is useful to defend long korridors or narrow streets.
The applications are limited but i like some of the very specialized kits like combat engineer or spotter.

Rifleman AP vs. 125mm HE FRAG (T-90)
explosionForce 8 explosionForce 20
explosionDamage 250 explosionDamage 200
explosionRadius 50 explosionRadius 40
explosionConeAngle 60
Last edited by Fuller on 2017-11-13 00:46, edited 1 time in total.
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Artix
Posts: 2
Joined: 2017-03-19 02:31

Re: Remove the arming time on rifleman's AP detonator

Post by Artix »

The claymores are powerful but it's hard to deploy them effectively as there's only 2 in different slots. You need one ammo bag to get single claymore. The only situation when you are have enough time to deploy them if you have big amount of time, defending the mortar fob or cache.

My suggestions:
* Let it be 4 claymores. 2 per slot.
* Add alternative kit with frag/thermobaric rpg.
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