if you want them to deny infantry the wire needs to be made taller too... currently i can jump crouch over them...
Re: Razor Wire Extension
Posted: 2012-08-21 15:26
by Cifyra
As long as they can destroy them, I don't see any reason why not.
Re: Razor Wire Extension
Posted: 2012-09-14 10:37
by MrTomRobs
Hannes_Sbg wrote:I support the initial idea and Arnoldios addition. Right now nobody uses razor wires, because they are nothing more than a big trip flare and a huge sign saying "enemy fob close".
It should deny access of infantry and vehicles. Right now both can destroy them in seconds. Maybe the razor is easier to destroy, the "Czech hedgehog" shut withstand more. A two stage destruction - if possible - would be cool: Fully up -> only hedgehog without razor wire (no bleed) -> completely down.
I would love if only the combat engineer or a huge amount of incendiaries (like 10+) could completely destroy the hedgehog. Vehicles and mortars shut have no (at least quick) possibility to destroy a hedgehog, because they are build to resist them.
This.
Yet another suggestion to bring the combat engineer into common use! But i'm not entirely sure if an emplacement can have more than 2 stages of construction. Just spitballing though, i just seem to remember reading about it somewhere in the forum.
In addition to this, does anyone else reckon it would be beneficial to add just the hedgehog as a deployable? Not really sure how many people would use it mind, but worth a look?
Great idea OP!
Re: Razor Wire Extension
Posted: 2012-09-14 11:53
by PLODDITHANLEY
Yes good
Re: Razor Wire Extension
Posted: 2012-09-20 17:11
by speedazz
I still hope this suggestion got attention from DEV's Tried to find something similar in coded ( ) 1.0 changelog, but no luck :/
Re: Razor Wire Extension
Posted: 2012-10-23 20:02
by MINTEEER
I support this 100%
Re: Razor Wire Extension
Posted: 2012-10-23 22:27
by Chaosfox_[434th]
I also support this 100% it would definetly make the razor wire more useful.
Re: Razor Wire Extension
Posted: 2012-10-28 10:12
by MiG-29
tomatenkacktus wrote:Only exactly those. Because there are those metal things in it.. you know.. those barriers.. like (omg i'm so creative) you might know from "Saving Pvt James Ryan" (D-Day).
Greetz
L.Sanburn
Tank traps, comrade
Re: Razor Wire Extension
Posted: 2012-11-26 14:07
by NT78stonewobble
Support from here as well.
I love the idea of being able to plan out, build and execute a decent fixed defense.
Re: Razor Wire Extension
Posted: 2012-12-17 13:40
by fabioxxxx
yeah agreed , waste time digging an asset, to be easily destroyed by anyone ... apc driver get out ... request rifleman , burn razor wire ... almost any kit can destroy the razor wire... Hannes has a great idea...
Limiting the kits that have the incendiary grenade would help to and of course increase teamwork... watching the dev cast #1 i saw something interesting about this... but i don't know if 1.0 will remove the incendiary from some kits.
Different sizes of razor wire would be awesome.
Hannes_Sbg wrote:I support the initial idea and Arnoldios addition. Right now nobody uses razor wires, because they are nothing more than a big trip flare and a huge sign saying "enemy fob close".
It should deny access of infantry and vehicles. Right now both can destroy them in seconds. Maybe the razor is easier to destroy, the "Czech hedgehog" shut withstand more. A two stage destruction - if possible - would be cool: Fully up -> only hedgehog without razor wire (no bleed) -> completely down.
I would love if only the combat engineer or a huge amount of incendiaries (like 10+) could completely destroy the hedgehog. Vehicles and mortars shut have no (at least quick) possibility to destroy a hedgehog, because they are build to resist them.
Re: Razor Wire Extension
Posted: 2012-12-17 15:07
by MADsqirrel
Yesterday I tryed to build a razorwire castle around my mortars on karbala.
Bombcar drove through and blew everyone up.
ATM the only thing you can do with them is blocking a street or passage for the enemy for a short time. (like the missle silo entrance on silent eagle)
Re: Razor Wire Extension
Posted: 2013-04-15 23:36
by speedazz
You still can build razor wire leaving no gap between then, but only when you build them on top of each other, I would be usefull, just to build them like that ^^^ on flat ground.
(And again.. I'm sorry if I did some spelling mistakes)
Re: Razor Wire Extension
Posted: 2013-04-16 03:21
by DDS
speedazz wrote:Finaly, I have enaugh posts to put this suggestion
I would like to suggest to extend razor wire, but to keep its base same lenght, so you can join 2 razor wires leaving no space between them, i think it would be useful to block streets so infantry can't cross it without burning them down.
I too would like to see this.
Edit: would like to see just the X bar's without the wire or concrete barriers for blocking vehicles added
Thanks for posting
Re: Razor Wire Extension
Posted: 2013-04-21 08:14
by pr|Zer0
can the wires be deployed while having, for example, a crate only and no fob? because now, the wires are a huge marker for a fob. It would be nice to deploy barriers to limit vehicles movement(muttrah comes in mind). And to prevent exploits, we can built a limited number in a certain radius.
Re: Razor Wire Extension
Posted: 2013-04-21 14:21
by Pvt.LHeureux
Agreed, would be cool to deploy wires without the need of a FOB close by, just crates.
Re: Razor Wire Extension
Posted: 2013-04-22 07:33
by SGT.Ice
That would indeed be helpful not to mention add some new dynamics & roles.
Re: Razor Wire Extension
Posted: 2013-04-23 05:47
by Darman1138
Engineer/Demolitions guy would be more frequent and useful then if there were more wires around.