suggestion for better AT mines...

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willgar
Posts: 185
Joined: 2005-10-26 15:54

suggestion for better AT mines...

Post by willgar »

Tanks fear urban spaces and uncharted land due to the likelyhood of a well placed Anti Tank Mine. Ground troops move ahead of armour and clear out mines. But in PR - the mine is clearly visible and easily circumvented.

The tactic of running at a tank with the hope of dropping a mine infront of a tread is unrealistic and cheap. A anti tank mine is very heavy and takes time to deploy.

So what is the alternative? - My suggestion is to make the mines transparent (a glass texture) and very thin (to simmulate being buried). Make placing a mine take a 10 secs and allow enginners to carry only one - with resupply availble at humvee / crates / APC.

Give NME enginners a new item -a mine detector that will allow them to spot nme mines which once spotted can be removed with a wrench. This will force tank / infantry co-operation as before a tank goes charging over a bridge or into a hostile town - sappers would need to go ahead and clear the way.

Tanks will become what they should be - a valuable asset that requires teamwork to utilise properly. Unfortunetly i dont code (unless you count 6502 Assembly Language Programming) - so is this idea feasible?
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Post by Waaah_Wah »

I would like to see "thin" mines. Not transparrent though, that would look weird
willgar
Posts: 185
Joined: 2005-10-26 15:54

Post by willgar »

Waaah_Wah wrote:I would like to see "thin" mines. Not transparrent though, that would look weird
Hopefully - you would'nt see them at all as they would be transparent. The transparancy is just a trick to simulate the mines being buried undergroud (which i belive you cant do properly in the engine)
nillazsuck
Posts: 79
Joined: 2007-05-17 18:42

Post by nillazsuck »

Not transparrent though, that would look weird
They wouldn't look weird, they wouldn't look anything (hence transparent). I'm with you guys and the other who have suggested this idea before. Longer time to deploy mines not just throw them. I would be nice to have a longer deploy time for the mine, that or have the engineer bury them with his shovel, basically turning them invisible. Watch the tks go up. I think people are attracted to the red skull and crossbones.
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

i would like to see mines that dont NOT kill a tank instantaneously , all the modern tanks can survive one explotion of a mine (the only killed will be the driver :P ) .

for a better mine representation i sugest make the mine inmobilized the tank , not destroying it completadly
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

Perhaps the insurgent Mine (IED) should not be as damaging as a normal mine. Perhaps with a skin like an artilary shell too? As some of the heavy Duty IEDs are made from that kind of gear.

...mongol...
Military lawyers engaged in fierce legal action.

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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Well there are two ways to do this...either have a wrench get rid of the model (keeping the warning for a friendly mine), or put the collision mesh in the upper circle part, so when you deploy it the bulk falls under ground.
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Trigz07
Posts: 659
Joined: 2007-06-29 10:16

Post by Trigz07 »

hmm why not just take 10 seconds to place the mine but make the animation not throw it. Make it so you need to be crouch to place the mine, make it so you have to then take out your shovel click and hold lmb for 5 seconds on the mine so it simulates being buried, and make it so you only get 1 mine. That pretty much somes it all up, and 1 more thing make ied have 2 different models, basic ones a phone to a box, or a wire with a box connected to a artillery round. :D
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Post by arjan »

or get rid of the red skulls of th friendly mines and make an little red tryangle or something on youre map .. like you have green tryangles for the command structures
willgar
Posts: 185
Joined: 2005-10-26 15:54

Post by willgar »

wandering off track..not talking about a IED or the warning system - both in my opinion are fine. Just the fact that a anti tank mine is not something you run up to a tank and throw at its tracks. The main issue i have is that mines should not be visible to a vehicle and infantry need work with tanks to keep them safe from mines...
Burlock
Posts: 183
Joined: 2007-07-04 10:22

Post by Burlock »

i think thats a relatively good compramise, make them takle 15-20 seconds to lay and just leave a small grey O in the ground to show that its been burried there, i have to admit i dislike people droppig mines infromt of tanks like they are throwing down a polystyrine version of it, and i also think tanks need more to fear when moving around the map.
tekkyy
Posts: 111
Joined: 2007-06-26 14:53

Post by tekkyy »

transparent texture sounds promising

yes the attack mining at the moment is so weird
Trigz07
Posts: 659
Joined: 2007-06-29 10:16

Post by Trigz07 »

Did you even read my post? I gave alot of info I could if it's not hardcoded.
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

A new placed model for the mine that is only an ingame centimetre thick would be nice to reflect the fact that mines are never just dropped but are carefully placed and concealed
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