Slams and timers
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Iasthai
- Posts: 115
- Joined: 2006-05-12 18:28
Slams and timers
I was just thinking it would be pretty cool, and boost the over all usefulness of slams if they had different timer settings that could be used, in the same way you choose different firing modes? good idea? bad idea?
Last edited by Iasthai on 2006-05-17 12:09, edited 1 time in total.
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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OverwatchX
- Posts: 258
- Joined: 2005-07-10 20:53
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
Not necessarily. I can think of a few novel uses of high timers:
1) Improved Jihad Bombing. Yes, that's right, just set the timer to a high amount, drop the bombs on your jeep and ride into enemy territory. You've got plenty of time to get out of there and they'll be in for a nasty shock when your jeep decides to blow up on them.
2) Chain reaction. Put your SLAMs on a tank with a high timer. Although not a threat to the tank itself, if anyone decides to walk past they'll be in for a nasty shock, but hopefully it isn't another smart Spec Ops guy on your team playing the same prank. For better results have varied timers so they have no idea when to expect the bangs. An engie gets out to repair after the first bang, then he gets blown up himself.
3) de_karkand. That's right, with higher timers on the cards, the engie ability to defuse SLAMs isn't so futile. Maybe with a little power increase it won't be so pointless defusing the things.
1) Improved Jihad Bombing. Yes, that's right, just set the timer to a high amount, drop the bombs on your jeep and ride into enemy territory. You've got plenty of time to get out of there and they'll be in for a nasty shock when your jeep decides to blow up on them.
2) Chain reaction. Put your SLAMs on a tank with a high timer. Although not a threat to the tank itself, if anyone decides to walk past they'll be in for a nasty shock, but hopefully it isn't another smart Spec Ops guy on your team playing the same prank. For better results have varied timers so they have no idea when to expect the bangs. An engie gets out to repair after the first bang, then he gets blown up himself.
3) de_karkand. That's right, with higher timers on the cards, the engie ability to defuse SLAMs isn't so futile. Maybe with a little power increase it won't be so pointless defusing the things.
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Iasthai
- Posts: 115
- Joined: 2006-05-12 18:28
Im not so sure, if i was bombing some arty, i would want the longest possible timer, so i have plenty of time to get away and not cased down by the other team, after all if i run away and hide, i can just go back and do it again, Thus the point of having a long timer, shorter timers would be for ambushing, like if you see a car with a full squad coming along you just throw afew 5 second slams on the ground and pray you timed it rightGhost1800 wrote:problem is that people would probably constantly keep the timer as low as possible... defeating the point... good idea if implemented right though.
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Solitas
- Posts: 354
- Joined: 2006-04-14 20:55
Nice reasoning, I see no reason why this can't be at the least considered by the dvelopment team.Iasthai wrote:Im not so sure, if i was bombing some arty, i would want the longest possible timer, so i have plenty of time to get away and not cased down by the other team, after all if i run away and hide, i can just go back and do it again, Thus the point of having a long timer, shorter timers would be for ambushing, like if you see a car with a full squad coming along you just throw afew 5 second slams on the ground and pray you timed it rightand of course it would lead to Slam scare tactics, as no one else has any idea how long the timer on it is, 5? 10? 20? i would just keep the hell away from it rather than risk it, with that in mind, why not add the ability to disarm them to engineers?
Slam fun for all!
Unless of the course the oh so wonderful BF2 engine restricts it, like it restricts 90% of anythng creative on these forumns.
Though 5 seocnds is too short, no soldier unless suicidal would place C4 down on a 5 second timer.
Nades are on a 5 second timer, try just droppin run and then running away, 9 times out of 10 you'll get damage. Now imagine it's C4
Learn to laugh at yourself, before you laugh at the people around you
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Eden
- Posts: 805
- Joined: 2005-12-06 14:43
Exactly theres a number of reason why you would choose short or long times.
Setting up a trap for a trap for an on comeing tank or APC it may be 5 - 15 seconds away.
Destroying artilary you would want the longest time avalable so you have time to get away.
throwing Slams on vehicle you would want the shortest time posable so the enemy does not have enough time to run.
Setting up a trap for a trap for an on comeing tank or APC it may be 5 - 15 seconds away.
Destroying artilary you would want the longest time avalable so you have time to get away.
throwing Slams on vehicle you would want the shortest time posable so the enemy does not have enough time to run.
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Iasthai
- Posts: 115
- Joined: 2006-05-12 18:28




