Will claymores be back in 0.7??

General discussion of the Project Reality: BF2 modification.
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Berry[13thmeu]
Posts: 68
Joined: 2007-08-03 06:47

Post by Berry[13thmeu] »

if they put clays back in i sure hope they make them realistic killing power wise.

200 ball barings will tear through gobs of people up to about 20 meters when directed by HE.
ZaZZo
Posts: 1494
Joined: 2007-02-03 18:37

Post by ZaZZo »

Bring teh gaymores back! I loved them in .5, saved my arse when I was empty on G3 ammo a couple of times.
hall0
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Post by hall0 »

Yeah Clamores in PR were realy good but in BF2 i hate them.
Bonsai
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Post by Bonsai »

NickO wrote:I remember getting 2 of my squad members to sit in the side seats of the PELA chopper in 0.5 on Mao valley just dropping the claymores over enemy flags :D

Cleared alot of flags that way.
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Ecko
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Post by Ecko »

I think both engineers and SF should get 'em. Why should they be limited to one class? Both of them suit having them in there personal armory. SF because they are ment to operate behind enemies lines using sabotage and ambush techniques, engineers as they are ment to create defenses among other things. So both would be suited to have them.
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Rusty1986
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Post by Rusty1986 »

I think claymores would suit spec ops rather than engies. This would increase the use of spec ops acting as spotters for snipers too. With his M4, binos, a couple of claymores (proximity or remote) and then remote detonated SLAMs (which will hopefully be able to run on seperate frequencies so they can be blown individually...), the spec ops will be a favourite comrade for snipers and also have increased ability in his sabotage missions.

I know the rifleman/support may still be preferred as spotters as they carry ammo, but the spec ops to me seems far more realistic, being light and agile (no clumsy helmet or body armour) The spec ops character looks the part and with these added claymores will certainly be more practical.

I do miss the searching of a captured CP for any claymores sneakily hidden. More traps I say! Don't let it get too predictable.

Rusty
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nicoX
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Post by nicoX »

There is more important things to do than running around putting claymores over the field. I don't like them.
If you wanna kill someone shoot him.
Reddish Red
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Post by Reddish Red »

I find Claymores to be Annoying.

Butt, Add them to SF.. since SF is kinda, well not used.
Expendable Grunt
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Post by Expendable Grunt »

Reddish Red wrote:I find Claymores to be Annoying.

Butt, Add them to SF.. since SF is kinda, well not used.
Not used my left foot.
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youm0nt
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Post by youm0nt »

I remember back in 0.5 on Al Basrah, as USMC, I set up a claymore at the top of the steps of a house because two insurgents were following me. I went on the rooftop, and saw them at the steps, I blew up the claymore but they were still alive, proning on the steps, and they went inside the house and killed me...
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Xander[nl]
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Post by Xander[nl] »

vBF2 gheymores: NOOOOOOOOOOOOOO WAAAAAAAAY
.5 claymores, can live with it.

But I'd like to see that it takes a while (lets say 5-10 seconds) to set them up. Not just drop'n'kill.
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fuzzhead
Retired PR Developer
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Post by fuzzhead »

my idea was/is:

limit spec ops
engineer gets 1 landmine and 1 remote detonated claymore with ability to place 8 concurrently of each (by rearming). no C4 for engineer.
give spec ops C4
Thunder
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Post by Thunder »

the biggest short fall for the claymores is you cant pick them up and move them else where, you got be stuck hours in a location waiting for someone to pass, when you could have just moved further up and shot him, but i bet you would have felt them in seven gates as kashu desert
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Berry[13thmeu]
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Post by Berry[13thmeu] »

[R-DEV]fuzzhead wrote:my idea was/is:

limit spec ops
engineer gets 1 landmine and 1 remote detonated claymore with ability to place 8 concurrently of each (by rearming). no C4 for engineer.
give spec ops C4
well if ya do that you would have to make some improvements to the mines cause right now the only way to get some one to hit them in my experiance is to blow them into em with the c4...
OG_slinger
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Post by OG_slinger »

Why not just bring back the Anti-Personnel Infantry kits as a requestable and leave it at that?

Engies are good right now with mines and C4.

Spec Ops, well, too many people use that kit just because of the M4 and its leet lazzor sight. We shouldn't encourage more people to use that kit by giving them something that might actually be of use to the squad.
PRC_Heavy_Z
Retired PR Developer
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Post by PRC_Heavy_Z »

I'd like to see engineers/sappers with claymore... can't they take the claymores back by wrenching them?

BTW, PLZ don't put back the proximity claymores, I don't want to see line after lines of people charging with assault claymores anymore.
El_Vikingo
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Post by El_Vikingo »

They will prboably be like the mines in 0.5 (Manually triggered).
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Zybon
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Post by Zybon »

OG_slinger wrote:Spec Ops, well, too many people use that kit just because of the M4 and its leet lazzor sight. We shouldn't encourage more people to use that kit by giving them something that might actually be of use to the squad.
Worst. Argument. Ever.
El_Vikingo
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Post by El_Vikingo »

Zybon wrote:Worst. Argument. Ever.
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:lol: :lol: :lol:


But take away the C4 from the engineer?!

What about the grenadier? He's sort of an explosive guy(?).
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