Ability to remove/disable IEDS?

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White Rock
Posts: 181
Joined: 2008-07-19 23:04

Ability to remove/disable IEDS?

Post by White Rock »

As topic says. It's annoying to have to find a way around because you can't do nothing against the IED you've clearly spotted, even more so with the "Ghost IED bug" we are currently experiencing.(the one where you plant an IED, die and it stays on spot forever.)
master of the templars
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Joined: 2007-06-26 21:37

Re: Ability to remove/disable IEDS?

Post by master of the templars »

well most of the time an IED is being watched by an Insurgent so if you go near it he will detonate it.

As for the "ghost bug" you mention well those ones are harmless anyway.
Make nukes, Not war
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Ability to remove/disable IEDS?

Post by badmojo420 »

LOL i saw the title and thought GREAT someone finally suggested what i've always wanted. But, now i find out your on the other team trying to get around my IEDs. What i want is to be able to pick up my IED like a mine and move it to another location. As for disabling them, can they be made destructable? So if you hit it with a grenade or any explosives it detonates?
Ondskan
Posts: 148
Joined: 2008-10-01 15:44

Re: Ability to remove/disable IEDS?

Post by Ondskan »

Well what he means I think is that you should be able to shoot the damn thing and it should explode...

But then we must account for the fact that Insurgents in PR seem like morons who put IED's in the middle of the road instead of digging a hole for them or lifting a rock and putting it under it.

Since that can't be balanced you can't have people shooting IED's neither. (BF2 engine sucks ballz)
Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: Ability to remove/disable IEDS?

Post by Tofurkeymeister »

That would be cool, having the IED skin be a rock or something :P
Tannhauser
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Joined: 2007-11-22 03:06

Re: Ability to remove/disable IEDS?

Post by Tannhauser »

wowowowow... Hey! Acutally, this is a good idea but not really for defusing them coalition wise...

Actually if I misplaced my IED too close to something important, blueguys or even the cache, being able to *wrench* the IED to retake it and put it somewhere else would be great and lower stupid blue-on-blues and shot-as-a-traitor mishaps.
Spec
Retired PR Developer
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Re: Ability to remove/disable IEDS?

Post by Spec »

I agree with grenade -> Boom.

I agree with shot -> Disabled/Maybe boom if that doesnt work.

I agree with ambusher defusing own IEDs.

For hiding them, thats well possible. Just not on the middle of a long road. But you can but them "into" those rock-undergrowth-thingies, as long as they draw from long enough range (so place it near objects so its not visible from far, and from near it will look like a rock).
PlaynCool
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Joined: 2008-04-06 21:51

Re: Ability to remove/disable IEDS?

Post by PlaynCool »

IED are supposed to be burried i think thats why they are so small, i mean only a stupid insurgent will place unexploded shell with detonator on the road.
ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: Ability to remove/disable IEDS?

Post by ostupidman »

Hitting IED with explosives would work, but not shooting it and exploding. It says on the bomb that it's symtex which isn't going to blow up if shot.
If brute force doesn't work.......your not using enough of it.
Spec
Retired PR Developer
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Re: Ability to remove/disable IEDS?

Post by Spec »

ostupidman wrote:Hitting IED with explosives would work, but not shooting it and exploding. It says on the bomb that it's symtex which isn't going to blow up if shot.
Thats why I'd find it better if it was simply disabled (/despawned) when shot at. If thats possible.
Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: Ability to remove/disable IEDS?

Post by Blakeman »

Spec_Operator wrote:Thats why I'd find it better if it was simply disabled (/despawned) when shot at. If thats possible.
Agreed, it could take out the cell phone detonator or something.

I find IEDs easy to hide. There are many rocks and dirt piles in roadways or near them that have a sort of passthrough. I have been able to place IEDs 'in' rocks on several maps including Al Basrah and Ramiel.
Mora
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Re: Ability to remove/disable IEDS?

Post by Mora »

I always place them on the side of the road mostly in the bushes.
Tartantyco
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Re: Ability to remove/disable IEDS?

Post by Tartantyco »

-Inside rocks, on the side of wrecks/poles/etc., stuff like that. The IED has a large blast radius so you don't have to worry too much about proximity to the target as it should be able to take out a humvee on the other side of the road.
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R.J.Travis
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Re: Ability to remove/disable IEDS?

Post by R.J.Travis »

I have to say that IED's should blow up if.

-1. A hand grenade gos off by it

-2. A M203 gos off by it

-3. I agree with ambushers defusing own IEDs.

-4. C4 going off by a IED should set it off

-5. A Anti Tank mine going off by it should set it off

-6. A HAT or LAT should set it off.

-7. any other thing that gos boom should set it off.
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Solid Knight
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Re: Ability to remove/disable IEDS?

Post by Solid Knight »

Explosives should blow up if hit with another explosive.
Spec
Retired PR Developer
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Re: Ability to remove/disable IEDS?

Post by Spec »

Solid Knight wrote:Explosives should blow up if hit with another explosive.
This would also increase the usefulness of the Combat Engineer. Now that the wrench isnt for Vehicles anymore.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Ability to remove/disable IEDS?

Post by badmojo420 »

R.J.Travis wrote:-5. A Anti Tank mine going off by it should set it off
I don't think there are any times when an AT mine and an IED are on the same map. Maybe in .85 there will be, since i hear the engineer is becoming a request kit with explosives/mines. Hopefully that applies to insurgency engineers too. Currently they only have a grapple hook on ins maps.
gumball
Posts: 331
Joined: 2007-03-19 01:12

Re: Ability to remove/disable IEDS?

Post by gumball »

I dont plan to hi-jack the thread but i have an idea. IED'S are usually dug in the ground then exploded while the vehicle is passing on top of it with the occupants inside the vehicle ever knowing that danger is at their doorstep. A great way to recreate this in game would be the use of having an ied as a commander/player placed object(AKA a deployable object) just like the 50 cals. The ied would like an artillary shell in its non developed form. Then team mates would have to use the shovel to build it up like they would with a Fire base or outpost. In its built up state it would be a 2d image which would be of a patch of dark soil. I dont know if possible and i dont know how it would be detonated. Maybe let it be enterable and let a person detonate it like that OR when deployed, have the trigger pop up in the commanders/players hand like its done with the C4.

I have no idea if this will work its just an idea that ive had using the deployable assets system
Proff3ssorXman
Posts: 383
Joined: 2008-03-23 08:07

Re: Ability to remove/disable IEDS?

Post by Proff3ssorXman »

Thats a good idea or maybe the ambusher could have several different types of ieds like you said. One could be a patch of dark soil, the other could be a normal IED, another could be maybe a tire or something or a shopping bag/cardboard box or whatever. Then the Ambusher selects the one he wants uses it, puts it on the ground and the rest of the other IEDS run out of ammo.
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Airsoft
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Re: Ability to remove/disable IEDS?

Post by Airsoft »

i like the idea of engy disable explosives, and it's better to loose 1 ticket on an engy if it discarges than something more valuable like armor.
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