Modern use of minefields

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ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Re: Modern use of minefields

Post by ArmedDrunk&Angry »

I have seen minefields, on the old Fallujah map.
In one game there had to have been over 20 mines past the canyon gate.

I have also seen them used in large numbers on Mestia, on the south road,"Ambush Alley".

There was some rumors of some kind of CO-deployable minefields back 4-5 months ago if I remember correctly.

They serve well as area denial weapons now and unless they figure out a way to hide/bury them that is really all they will be good for.

Oh, and having teammates watch you drop them, see the icon on the map, read the text stating where the mines are...............then driving a full truck right over them.

I would really like to see the driver get the TK punish for driving over mines.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Modern use of minefields

Post by Spec »

I would really like to see the driver get the TK punish for driving over mines.
I thought that was on the 0.7 change list?
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Modern use of minefields

Post by M.Warren »

It would certainly be nice to have some sort of mass mine deployment method by the commander or a support truck. This would make minefields significantly more useful, especially on large maps like Qingling and Kashan Desert.

But as it is now, an engineer is simply going to have to bring a support truck or a medium transport jeep with him/her to properly deploy up to 8 mines. As a seasoned engineer myself, I highly suggest attempting to deploy minefields in an area that the enemy may utilize to advance through ahead of time. So make sure you deploy mines in advance before you have to worry about being shot at while working... Which never works out well.

Also, it's quite obvious to see a mine sitting in the middle of the road. A key aspect of being a skilled engineer is to pay attention to your geography, including shadows and lighting aswell. You basically want to place mines in locations where there is a bump or depression in the road directly opposite of incoming enemy vehicles. Even the slightest bump or depression may be sufficient to get the desired effects. Also when applicable may want to place mines in shadowed locations and areas where the mine will have a reduction in appearance and blend into the background.

Once again, a mass deployment method of mines would certainly be a good idea.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Re: Modern use of minefields

Post by ArmedDrunk&Angry »

Sometime obvious is good.
A single mine in the middle of the road, enemy vehicle can easily go around it, into the grass, where the other 7 mines have been laid.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: Modern use of minefields

Post by Boris.T.Spider »

ArmedDrunk&Angry wrote:I would really like to see the driver get the TK punish for driving over mines.
Too right, nothing worse than spending 10 minutes running backwards and forwards to an CO truck ammo box, getting your full 8 mines out, and a c4 booby trap, all aranged with false perspective to give the enemy the impresion they can just get through, just to have soom noob steal your squads CO truck, drive straight at your minefield, then punish you for it!!
:evil: (me at oil storage flag last week, still seething!) :evil:
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: Modern use of minefields

Post by Mongolian_dude »

[R-PUB]Viper5 wrote:Perhaps something like a CO Deployable Minefield (about 15 mines in a staggered column covering ~15m) that must be shoveled/wrench to make active?
To me this makes the most sense.

A CO placable, little different to barbed wire, except it is wider, so players are unable to simply jump/exploit around it.

At each end of the mine field, a small, red/orange plack, that is raised off of the ground a few inches(just about average PR grass level), denoting DANGER: MINEFIELD.
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google
Posts: 335
Joined: 2008-02-18 21:40

Re: Modern use of minefields

Post by google »

I like the idea of a deployable asset which only engineers can build.
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Modern use of minefields

Post by M.Warren »

ArmedDrunk&Angry wrote:Sometime obvious is good.
A single mine in the middle of the road, enemy vehicle can easily go around it, into the grass, where the other 7 mines have been laid.
Clearly, but I wouldn't want to give away all of my engineer secrets now would I? :wink:
hexhunter
Posts: 55
Joined: 2008-01-15 02:11

Re: Modern use of minefields

Post by hexhunter »

I had a similiar idea about AP mines, I think militias should be able to plant them over large areas, though they shouldn't kill, they should make the enemy who sets it off bleed, then as they panic and take cover, snipers, ambushers and machine gunners can take them out and push them back.

I think it would be a good way to handle some of the flanking which happens on the militia forest maps, and maybe put the militia on more of an equal footing. Would also be nice if they had heavy machine-guns to cover them with...

- Deus X Machina
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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Modern use of minefields

Post by Tartantyco »

Ok, here's what I'm thinking:

^Mines are now invisible when placed on the ground
^Mine warning symbol(HUD and map) is visible to both sides
^Engineer gets a comm rose option to place a 'dummy' mine warning symbol(HUD)
^Engineer gets a comm rose option to place a 'safe' symbol(HUD)
^Mines do not disappear a while after the person placing it dies
^To place a minefield you need the CO to place a mine warning symbol(Map) and within a certain radius from it mines and 'dummy' mines can be placed(Limit the amount of symbols the CO can place)
^The time it takes to remove a mine/dummy is extended
^Any form of explosives will destroy a mine(Though this might be tweaked if the Spec Ops kit is too effective)

There are still a few things I have to figure out though:

1) You should be able to take out a mine with an AM weapon(Barrett .50 cal) but you should not be able to take it out with any other weapons of similar caliber because that would make minefields useless. A possible solution are to make it so that only the Barrett can destroy mines but I'm not sure if this can be done.

2) As the Engineer kit is already overloaded it will be hard to expand on that kit. Adding a new pick up kit should do, or the weapon swap thing from vBF2.

The new engineer kit should look something like this:
Knife
SMG available to that faction
AM weapon - Barrett .50 cal(It should be seriously nerfed though, having the same -or shorter- zoom as a rifleman, 5-10 sec aim tim before it will actually hit where you're aiming, etc. This way it should be useless against anything else, stopping any 'ZOMG 1337 snipaz' from using it)
Wrench
Smoke
Small shaped charge of some sort that can only take out mines(x Appropriate quantity)
Mines(x Appropriate quantity)



-I think that should be it actually. I had some more thing to add to the 'figure out' list but I eated(forgot) them...
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sixthday
Posts: 26
Joined: 2007-05-12 16:09

Re: Modern use of minefields

Post by sixthday »

I have an idea how to set up the mine field:

As said, the commander defines a location (for example like the razor wire). This location would be visible to everyone with a flag at the ground (as suggested - as in FH).
  • The flag works as a resupply area (for mines only)
  • This way the density of the mine field would be defined by the engineers laying mines on it. The more mines you're placing the more you have.
  • maybe: mines placed in a bigger distance than X-meters would simply disappear
    This way you would only have mines, where the commander wants to have them and he could mark them on the map
How to defuse:
Defusing the flag with a wretch will defuse all mines in proximity (a big one, in case of people placing mines in bigger distance to the flag).
But: it will take a long time to defuse.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Post by Tartantyco »

Tartantyco wrote:Ok, here's what I'm thinking:

^Mines are now invisible when placed on the ground
^Mine warning symbol(HUD and map) is visible to both sides
^Engineer gets a comm rose option to place a 'dummy' mine warning symbol(HUD)
^Engineer gets a comm rose option to place a 'safe' symbol(HUD)
^Mines do not disappear a while after the person placing it dies
^To place a minefield you need the CO to place a mine warning symbol(Map) and within a certain radius from it mines and 'dummy' mines can be placed(Limit the amount of symbols the CO can place)
^The time it takes to remove a mine/dummy is extended
^Any form of explosives will destroy a mine(Though this might be tweaked if the Spec Ops kit is too effective)

There are still a few things I have to figure out though:

1) You should be able to take out a mine with an AM weapon(Barrett .50 cal) but you should not be able to take it out with any other weapons of similar caliber because that would make minefields useless. A possible solution are to make it so that only the Barrett can destroy mines but I'm not sure if this can be done.

2) As the Engineer kit is already overloaded it will be hard to expand on that kit. Adding a new pick up kit should do, or the weapon swap thing from vBF2.

The new engineer kit should look something like this:
Knife
SMG available to that faction
AM weapon - Barrett .50 cal(It should be seriously nerfed though, having the same -or shorter- zoom as a rifleman, 5-10 sec aim tim before it will actually hit where you're aiming, etc. This way it should be useless against anything else, stopping any 'ZOMG 1337 snipaz' from using it)
Wrench
Smoke
Small shaped charge of some sort that can only take out mines(x Appropriate quantity)
Mines(x Appropriate quantity)



-I think that should be it actually. I had some more thing to add to the 'figure out' list but I eated(forgot) them...
-Could I get some dev feedback on this?
Last edited by Tartantyco on 2008-06-08 17:42, edited 2 times in total.
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Post by nicoX »

The thing with with DICE is they just made a mine that can be placed wherever, unrealistic thinking. Technically you can place a mine fully visible on a asphalt road. But this kind of mines we have are not made for that. They are made to be duged down and invisible to see. Still 9 of 10 times we place them on a road as it's the biggest chance for enemy vehicles to drive through. Although this is unrealistic it's how engineers work in PR.
Maybe it's time to remove the mines from the engineers back, instead do something creative with the engineer, like when getting the priorety from the CO and SL be able to be the one that deploy's mines.

Old suggestion for AP minefield: https://www.realitymod.com/forum/f18-pr ... field.html
Last edited by nicoX on 2008-06-07 18:29, edited 3 times in total.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Modern use of minefields

Post by Tartantyco »

-Well, the way I see it with my above suggestion is that for a minefield to be deployed the CO will have to place a mine symbol on the map and within a certain radius engineers will be able to place 'mine' and 'dummy' symbols(These symbols would be identical). The mine and dummy symbols should be visible to both sides(This is to simulate that minefields are marked in reality). The minefield can have any kind of ratio(100% mines, 100% dummies, 50/50% mines/dummies, etc.) The 'safe' symbols are used by either side to mark safe routes through a minefield.
-There should be a limit to how many mines either side can have deployed at any given time and an unlimited amount of minefields(So scratch the 'limit amount of symbols CO can place' part in my above quoted post). All HUD symbols except the 'safe' symbol should be visible to all, map symbols should only be visible to the side who placed it.
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Sirsolo
Posts: 185
Joined: 2008-04-07 01:06

Re: Modern use of minefields

Post by Sirsolo »

Neat. But too overpowered.
The maps arnt big enough for this, and the closest thing we can do, is get like.. 3 Engys to use all their 8 mines on and around a road. Even THAT is so overpowered, that I've never seen it.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Modern use of minefields

Post by Tartantyco »

Sirsolo wrote:Neat. But too overpowered.
The maps arnt big enough for this, and the closest thing we can do, is get like.. 3 Engys to use all their 8 mines on and around a road. Even THAT is so overpowered, that I've never seen it.
-How would it be overpowered? Maps are not too small.
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nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: Modern use of minefields

Post by nicoX »

Nothing overpowered with minefields. It's not like they are meant for the enemy team to go on freenzy kill. Enemy will mark them and be precaution. Minefields are laid for tactical reasons.
Lynx
Posts: 102
Joined: 2008-06-09 05:39

Re: Modern use of minefields

Post by Lynx »

I wish minefields were more like the real minefields this would add realism AND make GREAT dynamic game play! but commander asset spawning is the WRONG way to go... my suggestion: http://www.youtube.com/watch?v=bAYSJ2SV0gs[/youtube]
(http://www.youtube.com/watch?v=bAYSJ2SV0gs)
deploy minefields the way a modern army does
the US army has an interesting way of deploying mines with the Gator mine system. this is when an aircraft drops bombs which scatter mines all over a certain area.
minelayers would be perfect for kashan and ejod because they can deploy mines over large and hilly areas
something that spawned assets cannot or at least should not do

mines should be easy do deploy and moderately easy to destroy with things like any .50 caliber weapons and perhaps line charges on apcs
Last edited by Lynx on 2008-06-09 06:35, edited 3 times in total.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Modern use of minefields

Post by Tartantyco »

Lynx wrote:I wish minefields were more like the real minefields this would add realism AND make GREAT dynamic game play! but commander asset spawning is the WRONG way to go...
-What I'm proposing is the most realistic use of minefields and it's not a CO asset, it just requires CO approval(Because otherwise it would be spammed and would not be part of the larger plan). Either the engineer requests permission to establish a minefield somewhere(Like with build orders) or the CO chooses a location, at which point the engineers start placing mines, dummies and safe zones within that area. Mines and dummies are invisible but the warning symbol is visible to all to simulate how minefields are marked in reality(Though that would be around the area but that would not be feasible in PR in any way I can think of right now) and safe markers would be visible to the team that placed then and signify areas where it's possible to pass for vehicles. This is largely how a minefield is used in reality.

O=Mine Ø=Dummy S=Safe zone

---O-------Ø----O----O---S----O--
---Ø-----O-------Ø-----Ø---O--Ø--
-----Ø---------------S-Ø---------
---O-----Ø-----O---Ø----O----Ø--O
--Ø--------O-------Ø--------O----
----O------Ø-----O--S---O--------
---Ø--------O----Ø---Ø---Ø---O---
------O-----------O----S-------Ø-
O--------Ø-----------Ø-----S-Ø---
-----O--------O----Ø---O--Ø-----O
--O---Ø---O-----Ø-----O--S---O---

(EDIT: Looks a bit wierd in the post, copy and paste into notepad or quick reply box for a more correct view)

-O's and Ø's are invisible as objects on the map but their warning markers(Identical) are visible to both sides. S's are only visible to the side that placed them and signify a safe passage through the minefield(Draw a line from each S on the above example and you have a safe route).
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Tartantyco
Posts: 2796
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Re: Modern use of minefields

Post by Tartantyco »

-Any devs wanna comment on this?
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