AT landmine removal?
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Expendable Grunt
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AT landmine removal?
Not quite sure we're going to require them anymore. With the new enhanced AT missile systems, as well as the new SOFLAM system, makes me wonder if we shouldn't remove AT mines all together.
Does the USMC really send engineers with one mine to plant on an active battlefield? I wouldn't know, but I'm leaning towards "no".
Does the USMC really send engineers with one mine to plant on an active battlefield? I wouldn't know, but I'm leaning towards "no".

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DeePsix
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As much as I agree, I think that landmines provide an important area denial aspect to the game. A set of engineers with an ammo crate can effectively assemble a roadblock, and it has proven quite useful if everyone works together. They've been quite useful in slowing an enemies advance on maps like Fools Road or 7 Gates

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Psyko
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If i was an engineer sent into battle with a 100kg urinal cake straped to my back i would drop trow and pretend i was bonkers.
heres a wiki for mines, check the part saying AT mines.
Land mine - Wikipedia, the free encyclopedia
heres a wiki for mines, check the part saying AT mines.
Land mine - Wikipedia, the free encyclopedia
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Eddiereyes909
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imo, have a specialized engie kit, one for demo, one for repairs, and one for mines.
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Expendable Grunt
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I'm 200lbs by myself. With even 30lbs of gear, I should apparently set that thing off.Psykogundam wrote:If i was an engineer sent into battle with a 100kg urinal cake straped to my back i would drop trow and pretend i was bonkers.
heres a wiki for mines, check the part saying AT mines.
Land mine - Wikipedia, the free encyclopedia

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BloodBane611
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Yeah, I'm with you in weight EG. Does that make us armored vehicles?
I also agree that the landmine is basically useless. Landmines need to be deployed in large numbers to be effective, which is why they're deployed in groups from vehicles, not one-by-one. They don't even need to be replaced IMO, they just don't make much sense from a realism stanpoint. Keep the C4, maybe increase # to even out the loss of mines.
I also agree that the landmine is basically useless. Landmines need to be deployed in large numbers to be effective, which is why they're deployed in groups from vehicles, not one-by-one. They don't even need to be replaced IMO, they just don't make much sense from a realism stanpoint. Keep the C4, maybe increase # to even out the loss of mines.
Last edited by BloodBane611 on 2008-03-15 03:55, edited 1 time in total.
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Chuc
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Teek
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Land mines should work like this: When you place one down, it should spawn 5 more, The trigger radius should be larger, the explosion radius is slightly larger, the mine should be invisible except for a small ring.
that way you can set up a mine field and deny terrain instead of just placing dangerous rock. Realism considerations: unlikely to have a combat engis carry around a mine field, but mines are carried by engis IRL for this reason, need place mines some other way.
that way you can set up a mine field and deny terrain instead of just placing dangerous rock. Realism considerations: unlikely to have a combat engis carry around a mine field, but mines are carried by engis IRL for this reason, need place mines some other way.

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Jester_Prince
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why not make mine feilds part fo the commander deployable assets? an actual mine field that can be placed. It makes mines useful because they will actualy be in a wider radius then a single mine and they will be fairly painless to set up other then some digging. and would give some decent defence against insurgent bomb cars if deployed right.
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[T]blackflybro88
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Warmagi
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Exacly. And they are not so visible when you know how and where to place them.
One good engeneer can slow or cripple an advance of a squad or even two. With a ammo guy or a crate and enough time you can hold the whole enemy mobilized team.
I say they're fine.
One good engeneer can slow or cripple an advance of a squad or even two. With a ammo guy or a crate and enough time you can hold the whole enemy mobilized team.
I say they're fine.
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Ragni<RangersPL>
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Please do not remove AT mine
I use them to blow up tanks and APCs (most of them are solo, but not always)
They are also very good to mine abandoned enemy vehicles, set up ambushes and so on. It's a very usefull tool if you use it properly.
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Darkpowder
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This is reality mod right? Without landmines you are removing the prime weapon of the insurgents faction in game, as well as making it easy for tanks to lone wolf without infantry support more than they already do.Expendable Grunt wrote:Not quite sure we're going to require them anymore. With the new enhanced AT missile systems, as well as the new SOFLAM system, makes me wonder if we shouldn't remove AT mines all together.
If anything landmines should be changed to have a tiny visible area rather than sitting on the road like a oversized dinnerplate, they sank the mines beautifully in FH2 (with corresponding mine detectors too of course).
Without teamwork in setting as described, needing a large ammo supply mines are ineffective. Any weapon that requires teamwork to be effective is a good thing and should be encouraged and improved upon on the reality-scale.
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Waaah_Wah
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AT mines are useless?? Hehe, you should play with me on Fools Road sometimes
If you know how to place them, even only one mine can be effective as hell
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AnRK
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Isn't the explosive force of an AT mine directed pretty much all vertically though? Shrapnel from tanks and stuff is another matter though.[R-CON]Chuc wrote:I think it might be worth giving the mine an explosion radius like the SLAM, representing in a way collaterial damage. I mean currently a bunch of infantry can be running aside a tank when it hits a mine, and the infantry are untouched
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burghUK
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I think if we are to keep mines we should maybe have a option to hide them..which would make them invisible to the naked eye and then maybe introduce a new minesweeper object to the engineer kit.
can't be too hard can it? place the minesweeper over a selected area and hear a place ? and then use a spade to show it and a wrench to disarm it?
then maybe give engineers 2 mines to make them more effective.
can't be too hard can it? place the minesweeper over a selected area and hear a place ? and then use a spade to show it and a wrench to disarm it?
then maybe give engineers 2 mines to make them more effective.
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BloodBane611
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I think mines are a good idea, but the fact is that 1 engineer isn't going to be placing a minefield in real life. They'll either drop them from a truck or from aircraft, and they're meant as total strategic area denial weapons, as well as defensive lines. They're not used tactically, like in PR, where you see one engineer sneaking up behind a tank to place a mine.
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Expendable Grunt
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They don't get landmines.Darkpowder wrote:Without landmines you are removing the prime weapon of the insurgents faction in game

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