Disarming mines without removing them
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Disarming mines without removing them
The guy in the .6 ambusher thread gave me an idea. How practical or realistic it is is another matter. Anyway I think it would be nice if there was some way of engineers maybe using their wrench to remove the firing pin/fuse/whatever it is but leaving the explosive in place.
If you combined this with some way of making the time to deploy a mine longer, I thought maybe disabling the primary fire and making a grenade like secondary fire that you have to charge up and would only deploy after it's fully charged, if that's possible. This would simulate the time taken to properly set a mine, I assume it takes a bit longer then chucking it on the ground anyway, and make defusing it worthwhile. Plus it would mean you could defuse enemy mines and rearm them if they become tactically useful.
So you'd basically wrench a mine once to unarm and wrench again to rearm. This would also mean that you could use the shovel to remove mines altogether which I'd of thought was more realistic then wrenching them out the ground. So riflemen would also be able to help out.
If the secondary fire thing can't be used to make deployment longer then perhaps have it so you throw an unarmed mine on the floor and have to arm it with your wrench.
Did my best to search for anything like this suggested before. Sorry bout the bad grammar in the 2nd paragraph but I was out a bit late last night and can't be arsed trying to make it any better.
If you combined this with some way of making the time to deploy a mine longer, I thought maybe disabling the primary fire and making a grenade like secondary fire that you have to charge up and would only deploy after it's fully charged, if that's possible. This would simulate the time taken to properly set a mine, I assume it takes a bit longer then chucking it on the ground anyway, and make defusing it worthwhile. Plus it would mean you could defuse enemy mines and rearm them if they become tactically useful.
So you'd basically wrench a mine once to unarm and wrench again to rearm. This would also mean that you could use the shovel to remove mines altogether which I'd of thought was more realistic then wrenching them out the ground. So riflemen would also be able to help out.
If the secondary fire thing can't be used to make deployment longer then perhaps have it so you throw an unarmed mine on the floor and have to arm it with your wrench.
Did my best to search for anything like this suggested before. Sorry bout the bad grammar in the 2nd paragraph but I was out a bit late last night and can't be arsed trying to make it any better.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
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DeePsix
- Posts: 2202
- Joined: 2007-07-29 19:22
Sounds good!

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Ti_GER Niqo
- Posts: 224
- Joined: 2007-07-16 12:04
May I ask, what for they need those tools? I mean, it would look good, but thats about it, or did I miss something?tesher07 wrote:Engineers should get more tools for different jobs. Shovel,wrench, plyers, screwdriver (or something else) c4, a shotgun, and some other impoortant engineer equipment. Research and find what you can on them.
I'd rather give them 2 different C4's, 1-2 small ones (like slams) to blow up walls and the big one for APCs or tanks.
@OP: I think its a good idea. It would definitly increase the number of mines around, thus making it more difficult for Tanks etc. to rush around. It would be great, if defused mines hab another marker (like green skull&bones) to indicate their status. Would be great to have preset minefields on a map, and engi's could defuse a way through, like a corridor which is safe for the own team, but the enemy can just see a large minefield.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
I think he was suggesting to look into what they do on the battlefield and see what equipment you can come up with an excuse to have. While I agree I'm not doing doing itTi_GER Niqo wrote:May I ask, what for they need those tools? I mean, it would look good, but thats about it, or did I miss something?
I'd rather give them 2 different C4's, 1-2 small ones (like slams) to blow up walls and the big one for APCs or tanks.
@OP: I think its a good idea. It would definitly increase the number of mines around, thus making it more difficult for Tanks etc. to rush around. It would be great, if defused mines hab another marker (like green skull&bones) to indicate their status. Would be great to have preset minefields on a map, and engi's could defuse a way through, like a corridor which is safe for the own team, but the enemy can just see a large minefield.
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
If you could arm/disarm mines then the engineers would need some kind of indication as to the status. If you come up to a group of three mines, two of which are armed how would you tell which to disarm? If all you got was a progress bar what would you be progressing towards if you didn't know the original state? You could end up disarming two and arming the third.
I think that the idea could have some advantages but also some drawbacks. Currently I forgett the maximum number of mines you can place (8-10?) and last for 10 minutes. If some one comes along and starts playing with your mines does this extend the life of the affected mine? If so then if someone was to prolong the life of your mines and hence keeping your total # placed higher then you think you would run into issues later into the rounds if you kept placing mines, no?
Also I don't think tankers should get a symbol showing the status of the mine, if they get out of their tank and go right up to the mine sure, but not from the drivers seat.
I think that the idea could have some advantages but also some drawbacks. Currently I forgett the maximum number of mines you can place (8-10?) and last for 10 minutes. If some one comes along and starts playing with your mines does this extend the life of the affected mine? If so then if someone was to prolong the life of your mines and hence keeping your total # placed higher then you think you would run into issues later into the rounds if you kept placing mines, no?
Also I don't think tankers should get a symbol showing the status of the mine, if they get out of their tank and go right up to the mine sure, but not from the drivers seat.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Yeah you have a point. It would unfortunately require 2 models of the mines, not sure how long that would take. One problem at the moment is that all armys use the same mines (which I assume with stuff like the different types of grenade used by Militia and Brits is temporary) so it's hard to tell when you're alright to play with them or whether they're part of some greater plan.
I'm not quite sure what the life expectancy of mines are at the moment. But I'm sure it can be altered according to how it would play out. I think at the moment the 10 minute thing is how long they last after you die.
I'm not quite sure what the life expectancy of mines are at the moment. But I'm sure it can be altered according to how it would play out. I think at the moment the 10 minute thing is how long they last after you die.
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
AnRK wrote: It would unfortunately require 2 models of the mines, not sure how long that would take. One problem at the moment is that all armys use the same mines (which I assume with stuff like the different types of grenade used by Militia and Brits is temporary) so it's hard to tell when you're alright to play with them or whether they're part of some greater plan.
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Two models would be a better solution then a symbole above it. That would work nicely IMO.
