[R-CON]THE.FIST wrote:other way to do it its small metal cable - you tie one end to the tree and other one you insert in to granades safety pin place - this way you can provide that persoan wont even pay attention that the nade is live now when the other variants of nade trap like pulling the safety pin by rout or pulling the whole nade from can request more effort from victim to get this nade life and probably he will pay attention
Also doable but you need to becareful still that the grenade is anchored very well. The line would give a lot of resistance also and you'd have a good shot of feeling the tug with time to react. (Not on the BF2 engine.) as it has the same problem as the pin. If its threaded to far in and the springs tension is to tight it might squeeze the line to much and the grenade might topple from wherever you have it placed rather then pull the line out of the pin slot. In that regard you'd require a much smaller metal cable but still large enough to hold the spoon in.
The balance is tricker while if you just snap up the right sized can literally all you'd need to do is rig it to fall over either by having an object underneath the can push it over from some height or place it on a hill and allow it to roll down.
Then again this is an improvised area denial weapon so all options have a chance to fail in its application. The point was to help people understand how a grenade properly works.
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[R-DEV]Cheeseman: "As tempting as the woman in Katarn’s avatar might be I'd still pick Cheese if I had to decide between either one. "
Cheesygoodness wrote:Also doable but you need to becareful still that the grenade is anchored very well. The line would give a lot of resistance also and you'd have a good shot of feeling the tug with time to react. (Not on the BF2 engine.) as it has the same problem as the pin. If its threaded to far in and the springs tension is to tight it might squeeze the line to much and the grenade might topple from wherever you have it placed rather then pull the line out of the pin slot. In that regard you'd require a much smaller metal cable but still large enough to hold the spoon in.
The balance is tricker while if you just snap up the right sized can literally all you'd need to do is rig it to fall over either by having an object underneath the can push it over from some height or place it on a hill and allow it to roll down.
Then again this is an improvised area denial weapon so all options have a chance to fail in its application. The point was to help people understand how a grenade properly works.
well - in reality it doenst metter wich option you use it all the same effect - soldiers usually have hight boots and barely can fill the rout also about metal line -- its prooved that its gets out of pin place much easier then the pin himself , also about can option its good variant too - the nade falls out very easily also you can always use broken glass battle instead can
I currently have the projectile's tweak stuff exactly copied from the F1 Grenade and I think that is fitting.
Here are some pictures of the model in 3ds, I currently have a high poly and a low poly version done. I only included the high poly pictures (low polys same as high, but I lowered amount of sides on can, I removed some of the details on the grenade and the lower 1/2 of the grenade is gone) - Top-Front-Left-Perspective Closeup Bottom TopLeft Right
So?
Well yeah, the can isn't going to look super old. I'll try and make it look like shipping abuse, and nothing ever looks as good as the can currently does.
1. Is this going to be able to be deactivated easily by any soldier? IE: If you knife it, does it disappear?
2. Is there gonna be some kinda audible warning if you trip it? IE: A rattle of the can tumbling or the grenade falling out.
3. What kit would get it, how many would they get, how much "ammo" would it take to reload, how many can you lay at a time, what weapon/object would it replace. IE: Blue insurgent kit gets it, replaces the RKG Anti-vehicle grenade, 1 can be set at a time, and it takes as much "ammo" as a regular grenade to reload.
4. If anti-personnel trip mines (Which this basically is) are going to be put in PR, should conventional armies get them? Why or why not? And if yes, how would this impact gameplay? And if no, why do milita/INS get them?
The biggest reason I oppose trip activated anti-personnel mines is the "claymore" effect seen in BF2. People set them down in heavily traveled places, walk away, and are almost guaranteed an insta-kill. This detracts from the "goal" of PR of tactics over twitch. Granted, PR's maps are MUCH bigger then BF2's, but there are still several places that have heavy foot traffic. Especially on Ramiel, I can see entire squads devoted to setting trip-mines to allies and doorways leading to caches. True, if you put one right next to a cache, the explosion will detonate it, but it would be possible to set them up far enough away while still blocking access.
The form that I would support in PR: 1. Conventional Engineers get 1 SLAM or similar sabatour's charge when Militia/INS get trip-mine. 2. They are reasonably able to be seen, much like IED's and current trip flairs. If placed properly, they can be hidden very well, but an alert players can see them. 3. One stab from a knife will disable them 4. The Cell Leader gets 1 without losing any of his weapons. This makes them common enough to be a pain, but not so common it gets ridiculous. 4. Only 1 can be set at a time by the same kit, this would prevent trap spamming, 5. Reload takes only as much "ammo" as a grenade 6. There is some audio cue, such as a can rattling, that plays when it is tripped. It doesn't have to be loud, but should be able to be heard if no one is talking or shooting. 7. Mine has same timer as a regular grenade 8. Mine has same explosion radius and power as grenade.
Basically, I want this to be balanced and not "insta-kill" and spammable, like claymores in BF2. I want a way for people to escape them once they are tripped if they are alert, and a way to deactivate them if they see them.
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe
You'd need to blow them up with a grenade. I don't know about the trip sound, haven't really looked into it. Finally, it really shouldn't be noticeable because when you make one of these you're going to use fishing wire or really thin twin/string if you have 1/2 a brain. Also, I understand about the walking away and then just getting a kill; however, a lot of Insurgents operate like that. They'll set up some motion, weight or trip activated device and walk away.
EOD_Security-2252 wrote:You'd need to blow them up with a grenade. I don't know about the trip sound, haven't really looked into it. Finally, it really shouldn't be noticeable because when you make one of these you're going to use fishing wire or really thin twin/string if you have 1/2 a brain. Also, I understand about the walking away and then just getting a kill; however, a lot of Insurgents operate like that. They'll set up some motion, weight or trip activated device and walk away.
Seeing as it's a grenade, it'd take about three seconds to go off, so I suggest applying that to this too.
Rapier wrote:Seeing as it's a grenade, it'd take about three seconds to go off, so I suggest applying that to this too.
It would already be primed to go off as soon as someone hits the wire.
[R-CON]THE.FIST wrote:Correct the safty pin should be out before placing into can -- the person walks and the rope get out our nade from can and then BOOM !!!
You miss 100% of the shots you don't take.- Wayne Gretzky
crazyasian11 wrote:It would already be primed to go off as soon as someone hits the wire.
Crazy, we already had this discussion, the Pin does not control the fuse, it's the spoon. Since the spoon is being held on by the can, pulling the grenade out of the can causes the spoon to release, igniting the fuse which would delay then explode.
Tirak wrote:Crazy, we already had this discussion, the Pin does not control the fuse, it's the spoon. Since the spoon is being held on by the can, pulling the grenade out of the can causes the spoon to release, igniting the fuse which would delay then explode.
Crazy, we already had this discussion, the Pin does not control the fuse, it's the spoon. Since the spoon is being held on by the can, pulling the grenade out of the can causes the spoon to release, igniting the fuse which would delay then explode.
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- KP
Last edited by KP on 2008-09-30 21:27, edited 1 time in total.