If they are remotely detonated you should get more than 1 at a time. Since all of them will go off at once some will inevitably be wasted. Having only one at a time wouldn't make them much more effective than a grenade.[R-DEV]fuzzhead wrote:i agree with 1 claymore only at a time (maximum placeable up to 8 like the mines) and they are remote detonated
Will claymores be back in 0.7??
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Zybon
- Posts: 201
- Joined: 2007-07-01 07:37
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Aljen
- Posts: 399
- Joined: 2006-11-14 14:48
I didn't like them in 0.5 as they were:
1. non-removable - so if you put them to a wrong place you were screwed
2. small damage - to kill enemy, he had to be really close to them - not like in RL
I have never been killed by them and I get only one or two kills with them (and I tried to use them for some time)
But I believe that it is a great weapon system for PR so I would be glad if it returned.
with few changes:
1. Boost in damage - we have much larger maps with bigger areas to defend so I believe that 20m = serious wounds, 10m = instant death is not an overkill.
2. removability and reusability by their placer (knife as a tool for removing)
3. removability by any kit (with knife - cutting wires)
4. placing a claymore take some time (10s)
5. can place more then one of them, but only in area nearby to the first placed claymore (you don't have 3km of wires with you)
1. non-removable - so if you put them to a wrong place you were screwed
2. small damage - to kill enemy, he had to be really close to them - not like in RL
I have never been killed by them and I get only one or two kills with them (and I tried to use them for some time)
But I believe that it is a great weapon system for PR so I would be glad if it returned.
with few changes:
1. Boost in damage - we have much larger maps with bigger areas to defend so I believe that 20m = serious wounds, 10m = instant death is not an overkill.
2. removability and reusability by their placer (knife as a tool for removing)
3. removability by any kit (with knife - cutting wires)
4. placing a claymore take some time (10s)
5. can place more then one of them, but only in area nearby to the first placed claymore (you don't have 3km of wires with you)
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
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Aljen
- Posts: 399
- Joined: 2006-11-14 14:48
They are not present in 0.6.Waaah_Wah wrote:What wires..? Arent they remotely detonated in 0.6??
In 0.5 they worked more like they are radio detonated (like C4) and not like they are wire + clacker (and they were modeled like that - you were holding clacker (wires were invisible
In BF2 it is impossible to destroy mines (only to remove them with almighty wrench)
since patch 1.2 (If I remember well) so scripting/modeling something like cutting wires = disabling claymores would be very nice and realistic.
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Oh really, the most overplayed kit with a 1337 red dot carbine should get C4?robbo wrote:Was thinking of balance reasons....
Like it isnt enough, that the SF asses already think, Slams do tons of damage and stick them on just about everything, even tanks
If I could code/animate, I'd make it, so the moment, you spawn as SF and go request Sniper kit, you are denied from it and you point your 1337 carbine at yourself and blow your head off

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Waaah_Wah
- Posts: 3167
- Joined: 2007-07-26 13:55
Yeah i ment 0.5, my bad. But as far as i remember they were remotely detonated in 0.5Aljen wrote:They are not present in 0.6.
In 0.5 they worked more like they are radio detonated (like C4) and not like they are wire + clacker (and they were modeled like that - you were holding clacker (wires were invisible) in hand after deploying claymore) detonated like in RL.
In BF2 it is impossible to destroy mines (only to remove them with almighty wrench)
since patch 1.2 (If I remember well) so scripting/modeling something like cutting wires = disabling claymores would be very nice and realistic.
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Cherni
- Posts: 1308
- Joined: 2006-08-19 23:23
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billdan
- Posts: 319
- Joined: 2007-04-13 22:58
no claymore for sf: they will be limited and probably get a boost (frags, soflam, multiple small c4 blocks?)
no claymore for engineers: they can lay up to 8 mines, plant up to 2 big c4, repair bridges/doors/vehicles, build assetts, and have grappling hooks on some maps. damn versatile and are used more than irl.
a modified AP rifleman!!!
knife, iron-sight carbine (3-burst M4 carbine will be in .7 because of US.A, right?), 1-2 frags,1-2 smokes, 2 (up to 6) remote claymores with realistic damage and 15 sec "arming" delay and "reload" delay similar to current grenades, field dressing, no binocs, body armor
iron-sight/low damage carbine along with no binocs force this kit to rely on others for distance fighting. delays prevent spamming.
this kit is an excellent replacement for sf kit imo
no claymore for engineers: they can lay up to 8 mines, plant up to 2 big c4, repair bridges/doors/vehicles, build assetts, and have grappling hooks on some maps. damn versatile and are used more than irl.
a modified AP rifleman!!!
knife, iron-sight carbine (3-burst M4 carbine will be in .7 because of US.A, right?), 1-2 frags,1-2 smokes, 2 (up to 6) remote claymores with realistic damage and 15 sec "arming" delay and "reload" delay similar to current grenades, field dressing, no binocs, body armor
iron-sight/low damage carbine along with no binocs force this kit to rely on others for distance fighting. delays prevent spamming.
this kit is an excellent replacement for sf kit imo
|TG-69th|Mix0lydian in-game
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Pluizert
- Posts: 146
- Joined: 2007-08-29 15:03
Could it also be made possible to put AT-mines into a road?
Just like when you throw an ammo bag and it kind of dissapaers into the street...
And it would take in total like 1 minute to place and you need to use the shovel after placement to put it under the ground. If this has already been suggested then i'm sorry, but i just wonder if the bf2 engine can handle this... tnx
Just like when you throw an ammo bag and it kind of dissapaers into the street...
And it would take in total like 1 minute to place and you need to use the shovel after placement to put it under the ground. If this has already been suggested then i'm sorry, but i just wonder if the bf2 engine can handle this... tnx
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pasfreak
- Posts: 645
- Joined: 2007-07-13 01:50
IRL, most claymores use tripwires. I think the remote activation thing should be taken out, HOWEVER, you should need two claymores across from each other or something.
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
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Ecko
- Posts: 925
- Joined: 2006-11-28 22:49
Negative. The cord is usually tied down to a static object such as a tree. This avoids the odds of two failing opposed to one.pasfreak wrote:IRL, most claymores use tripwires. I think the remote activation thing should be taken out, HOWEVER, you should need two claymores across from each other or something.
AKA Ecko1987
Beep-Beep-Beep.
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Hardtman
- Posts: 535
- Joined: 2007-05-04 18:11
But as far as I know this is not used anymore in today's military, because such self-triggered mines fall under the Ottawa-convention which bans those.Ecko wrote:Negative. The cord is usually tied down to a static object such as a tree. This avoids the odds of two failing opposed to one.
But it is still allowed to use them with a trigger, because that counts more or less as a remote-detonated explosive which happens to be anti-personnel.
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
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Warmagi
- Posts: 299
- Joined: 2007-09-17 12:14
Used to ambush enemy transport helis-little birds. I've been putting clays all around landing zone, well where i thought they would land to deploy troops, or where they used to do that couple of times. Then, after it landed and all the troops were jumping out... CLICK.... BOOOOOOOOOOM!!!! Sometimes even pilot died, they never known what hit them 

