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Posted: 2007-04-22 15:50
by dandred
Are trapped claymores used in real life? I thought so :!:

Are remote claymores used? :!:

I'm no fan of the virgin BF2 claymore spam, but claymores are used by many armed forces to do a job, how limited that job needs to be done in PR is a question.......

Posted: 2007-04-22 15:53
by Guerra
What?!!!!

Insurgents need a kit that gives out ammo. How the hell do you expect AA squads to take out their targets? All the ammo dumps are in poor locations for AA use. Technicals run out of ammo so quickly.

This is absurd! Where is the official announcement for this?

Posted: 2007-04-22 15:59
by DirtyHarry88
Engineer wrote:The options are:
-Ammo dumps
-Technical
-Enemy vehicles/wrecks (If its not 'fixed')
-Enemy supply drops
-Stolen enemy rifleman kit
Are you just writing completely random possibilities or do you actually KNOW that?

Posted: 2007-04-22 16:05
by S.A.S jackwebsterdunstan
well, im guessing that if theyve taken out policeman than they have to replace it with something, and that new kit will be providing ammo instead
theres been talk of a civilian kit for insrugents hasnt there?
thats probably the new kit wioth ammo bags for insurgents.

Posted: 2007-04-22 16:14
by youm0nt
paco wrote:The claymores would be fun if they weren't remote detonated.
No way in hell the devs will make them movement detonated anymore. They were remoted detonated and they will stay remoted detonated... Anyway, the claymores should be stronger though... I will always remember when I set up a claymore at the top flight of stairs leading up to a house and there was an enemy proning on the steps. I then detonated the claymore and I came back to stairs and he was still alive...

Posted: 2007-04-22 16:17
by El_Vikingo
Ammo dumps are hidde.
Do you want one on a roof or something?

Posted: 2007-04-22 16:29
by mammikoura
S.A.S jackwebsterdunstan wrote:well, im guessing that if theyve taken out policeman than they have to replace it with something, and that new kit will be providing ammo instead
theres been talk of a civilian kit for insrugents hasnt there?
thats probably the new kit wioth ammo bags for insurgents.
I doubt the civilians will be giving out ammo.
And I think it's a good thing that insurgents are low on ammo.
Someone mentioned that where are the AA guys going to get their ammo, well I think that IRL they don't have 30 missiles with them. So I think it is ok if they need to run to an ammo dumb/vehicle to get more ammo.

Posted: 2007-04-22 17:30
by Fenix16
dandred wrote:Are trapped claymores used in real life? I thought so :!:

Are remote claymores used? :!:

I'm no fan of the virgin BF2 claymore spam, but claymores are used by many armed forces to do a job, how limited that job needs to be done in PR is a question.......
IRL, the M18A1 Claymore Antipersonnel Mine can be detonated in 1 of 3 ways. Remote detonation, timed detonation, and VID (also known as victim initiated detonation). VID can be setup using tripwires, pressure sensors, and in some cases even acoustic or infrared sensors.

In vBF2, these magical devices have super sensitive sensors, that not only can detect as soon as an enemy is exactly within the kill range, but also if the enemy is a friend or a foe (at least depending on the server settings).
Considering how unrealistic this is, it is quite understandable that they were not included in PR in the same form seen in vBF2.

IRL Claymores are lethal anywhere from 0 - 80 meters. The 700 steel balls released by the explosion can travel a total distance of up to 250 meters (or 820 ft). Because of this, it is often advantageous to use the remote detonation method, as the user can wait until enemy casualties would be the highest before detonation, as opposed to the claymore detonating on the 1st man of a 10 man team in a spread out formation.

I personally think that if the mod were to include claymores, this method should be the one implemeted (which it was). It keeps noobs away from spamming, and also requires some form of patience in order to get kills.

Posted: 2007-04-22 17:37
by CyC_AnD
I like to play as rifleman anti personel right now. Only gripe are 2 things. First is my squad needs usually a medic or engie/at (for enemy armour). Second is that I would love to have claymores detonated one by one, not all at once. So I can put traps on some routes, and kill ppl as they coming. Now every time you kill somebody you need to put another claymore there :/.

Oh and it would be great if they could be unarmed like the mines by engieneer.

Posted: 2007-04-22 17:42
by duckhunt
Guerra wrote:What?!!!!

Insurgents need a kit that gives out ammo. How the hell do you expect AA squads to take out their targets? All the ammo dumps are in poor locations for AA use. Technicals run out of ammo so quickly.

This is absurd! Where is the official announcement for this?
exactly, there is not official announcement for this. You need to chill, it seems alot of people assume that devs have a relentless desire to make retarded decisions and fk up the gameplay. :rolleyes:

Posted: 2007-04-22 17:48
by bosco_
^

:lol:

Posted: 2007-04-22 17:49
by Fenix16
Guerra wrote:What?!!!!

Insurgents need a kit that gives out ammo. How the hell do you expect AA squads to take out their targets? All the ammo dumps are in poor locations for AA use. Technicals run out of ammo so quickly.

This is absurd! Where is the official announcement for this?

AHHHHHHHHHHHHHHHHH THE SKY IS FALLING!

Posted: 2007-04-22 17:55
by daranz
The devs are including a new class - ammo donkey. It's gonna be a donkey with ammo bags strapped to its back. It can run around the battlefield and distribute ammo! In addition to that, it has a kick attack, which is about as effective as the current shotgun at close range!

It's true!

Posted: 2007-04-22 18:07
by Wasteland
When you say "AA squads", do you mean RPG guys or SA-7s? Because whenever I've using the SA-7, I use ammo dumps.

Posted: 2007-04-22 18:25
by l|Bubba|l
CyC_AnD wrote:Oh and it would be great if they could be unarmed like the mines by engieneer.
Let me guess.
You never tried it? :D

Posted: 2007-04-22 18:28
by Outlawz7
S.A.S jackwebsterdunstan wrote: theres been talk of a civilian kit for insrugents hasnt there?
thats probably the new kit with ammo bags for insurgents.
Oh yea, your friendly neighbour providing ammo to fighting insurgents ;)

Posted: 2007-04-22 18:32
by Outlawz7
WNxLT7 wrote:Too many L-AT whores on basrah and what not so removing them and making them a request kit.
Dunno about USMC, but RPGs are insurgents best friend....if you limit those, at least give them the perfect accuracy...

Posted: 2007-04-22 18:34
by Armand61685
CyC_AnD wrote:I like to play as rifleman anti personel right now. Only gripe are 2 things. First is my squad needs usually a medic or engie/at (for enemy armour). Second is that I would love to have claymores detonated one by one, not all at once. So I can put traps on some routes, and kill ppl as they coming. Now every time you kill somebody you need to put another claymore there :/.

Oh and it would be great if they could be unarmed like the mines by engieneer.
I agree. You need an option to set off just one at a time.

Posted: 2007-04-22 18:50
by jackal22
yeh i thrird that, it would be greate if they could be scripted to go off on seperate clicks, or at leats add 2-3 different detonators in the inventory to allow you to place indipendant clays.