Engineers mines

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keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

yeah id love to see this
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Lev_Astov
Posts: 85
Joined: 2005-08-30 21:43

Post by Lev_Astov »

I love that idea, solodude! I remember wreaking havok in Wolfenstein Enemy Territory with the mines engineers got. It took a while to bury them, but they really ruined people's days. At the same time, the mines should be made so that they do not destroy the tank, but merely immobilize it. I'm sure this has already been suggested seeing as this is actually what happens.

I would also like to see engineers given control over much more powerful explosives. The placement of a shaped charge on enemy armor should be handled by engineers and should take a few seconds. Perhaps spec ops should still get c4, but it really can't just be thrown at a tank and be expected to do anything. After all, most tanks these days are encased in c4 based reactive armor.
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Eddie Baker
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Joined: 2004-07-26 12:00

Re: Engineers mines

Post by Eddie Baker »

solodude23 wrote:I think Engineers mines should have 2 options. Normal, is where it takes like about 7 seconds to "arm" however secondary fire can bury the mine just under the dirt, but takes about 7 seconds longer.

Besides that I think Engineers should also get C4 and/or Claymores, seeing as clays would be fit for Engineers...not snipers, and Engineers are also meant for demolition (C4).
The second firing mode is an interesting suggestion. And yes, demolition blocks will probably be an option for the combat engineer kit in PR.

As for basis of issue and use of Claymores, they are appropriate in-game for many of the classes, not just engineer. Depending on the mission factors, a few men in each rifle squad may carry one in addition to their basic load. They are used by infantry for perimeter security, to initiate an ambush or deter pursuit. Setting up an actual AT minefield or another carefully prepared obstacle would be the job of the combat engineers, but infantry units who don't have attached engineer support may have some AT mines at their disposal and definitely some Claymores.
CobraPhantom
Posts: 689
Joined: 2005-03-28 13:00

Post by CobraPhantom »

I love the idea solo. Mines should be underground regardless. As for claymores, my only question is how they are disarmed. Do they have to be detinated(sp?) or can they be disarmed? Either way, you should be able to fire a few shots into them to activate, same with mines, so you dont need the magical wrench to clear all.
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Lev_Astov
Posts: 85
Joined: 2005-08-30 21:43

Post by Lev_Astov »

Detonating mines with gunfire is something I've longed for. Otherwise, the magical wrench always serves me well while clearing claymores, except on those pesky ladders which make my limbs disappear so I can't use the wrench. Few things irk me more than climbing all the way up that ladder to find a claymore sitting there and there is nothing I can do about it but slide back down.
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StormRavn
Posts: 53
Joined: 2005-08-15 22:28

Post by StormRavn »

i can agree with all points of views here and mainly toss in my two cents on the matter. when placing mines they should always been able to be burried. just with the tip of it hardly showing and then mines would be as they should be and more usefull..


but yes the engie class should have 2 types of mines

1 for armor and light vehicles they can drop in the ground

2 mines for troops they are for mass troops destruction on a preasure plate system..


this should already been put into the BF2 game but ea lacks the nuts to do this so we will turn to PR guys =)
TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

I think mines should have the option to be burried but i hope there is a way to distinguish between different ground types. Eg You cant bury a mine in concrete.

But as far as gunfire to rid of mines, That doesent happen mines are either blown up with intent or as we have seen a new addition - heated up by a laser until they blow up. Also make note that when a mine is blown up and not activated the explosion is far smaller then if the mine was simply activated.

Older style mines were cleared by a tank with chains or somthing simiular hanging of the front however they were mines consiting to kill infantry and were much more sensitive to pressure, unlike mines that are set to destroy vehicles which require a much greater downward pressure for them to react.
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GABBA
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Joined: 2005-05-16 16:00

Post by GABBA »

I would like to see more options for claymores. I think that claymores are just so much fun.
"Incoming fire has the rigth of way"...........

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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

agree with solo's mine idea, and here is my idea: Kill 'engineer' and ' spec ops' and replace them with 'combat engineer'.

kits need to be redone to make the 'enigneer' class close to realistic.
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TaZ
Posts: 77
Joined: 2004-10-13 02:08

Post by TaZ »

gotta run soon so i just skimmed, sorry if i'm repeating.
However, 21CW had a mod where the mine was in the ground and all you could see where 3 spikes sticking out of the ground..VERY COOL!
BrokenArrow
Retired PR Developer
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Post by BrokenArrow »

i was a fan of FHs mines, only thing was that they were self-burying.
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Commando Poop
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Joined: 2005-07-18 19:29

Post by Commando Poop »

TaZ wrote:gotta run soon so i just skimmed, sorry if i'm repeating.
However, 21CW had a mod where the mine was in the ground and all you could see where 3 spikes sticking out of the ground..VERY COOL!
They took the mine sinking code from silent heroes
keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

http://realitymod.com/forum/viewtopic.p ... ight=mines


heres an older thread on mines... i was just lazy and didnt feel like reposting my old ideas =)
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"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Figisaacnewton wrote:agree with solo's mine idea, and here is my idea: Kill 'engineer' and ' spec ops' and replace them with 'combat engineer'.

kits need to be redone to make the 'enigneer' class close to realistic.
Engineer will be renamed to Combat Engineer and will have varying kits, like other class. Special Operations may not always be a demolitions man and Combat Engineer may not always be a mine-layer. Likewise, not every class / kit may be on every map, since different units/branches of service will be represented. :)
Beckwith
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Joined: 2005-03-25 17:00

Post by Beckwith »

[R-DEV wrote:Eddie Baker] Likewise, not every class / kit may be on every map, since different units/branches of service will be represented. :)
im really stoked about that, i thought it was a neat feature in BFV where it told you what units were fighting, itll be great to expand on it so that the player models/loadouts will be different to reflect this
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Lev_Astov
Posts: 85
Joined: 2005-08-30 21:43

Post by Lev_Astov »

Yeah, I can't wait for more in-depth combat engineering!
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