Re: noob + grenade trap = ban
Posted: 2009-02-06 02:40
My biggest issue is that I don't constantly check my map, and when I do I usually don't see amarker. And I never live long enough to actually make use of the trap
You'd be surprised how often this actually doesn't work. I've sometimes put them in an obvious place, marked them, and on teamchat told everyone where to watch themselves, and some idiot ended up staring at the trap for five seconds before running over it and punishing me for a TK. Only reason I ever use them is because sometimes, like the first trap I made, I killed a squad on my own thanks to the traps and how they also can force BluFor in certain directions.Canadian4206 wrote:I had that problem at the start as well, do you mark your traps? Because if you do, those noobs have no excuse and you shouldn't be banned for it. Mark all your traps and mines and if somebody hits one. Just type to the public. "I Marked that Trap, and he walked into it. Not my fault".
A admin should see it, and will know that it was the noobs fault and hopefully won't ban you. Otherwise the admin would just see it as another TK by you, and would just assume you are doing it on purpose or are the noob yourself.
Another way is to put them in places that are obvious to the eye, it makes it harder for the enemy to walk over them if they most likely will see them but will prevent TK's. It however is good if you want to deny access from certon places to the enemy and bottle neck them in certon spots.
I would put them in buildings that require breaching. Set them up so if the US attempts to breach the building and storm in. They will set off the trap. Because most Insurgents don't normally breach the buildings themselves. It works perfectly as the other team usually does it frequently too look for caches and keeps TK's to a minimal and keeps that element of suprise.
Nope you can just crawl right threw trip grenades this dose not force us to go any other way we just crawl passed it.Hresvelgr wrote:You'd be surprised how often this actually doesn't work. I've sometimes put them in an obvious place, marked them, and on teamchat told everyone where to watch themselves, and some idiot ended up staring at the trap for five seconds before running over it and punishing me for a TK. Only reason I ever use them is because sometimes, like the first trap I made, I killed a squad on my own thanks to the traps and how they also can force BluFor in certain directions.
Not all the time. Firstly, some US players don't know how it works. And secondly, I place them in spots that can be very tricky. Once I put two down covering a staircase to the cache. Insurgents coming from the cache could still jump down the third side, but US forces coming up were stuck until a couple of brave souls died to clear the traps. In the meantime, everyone who stuck their head up to get a peek got blasted away by my Al-Quds.R.J.Travis wrote:Nope you can just crawl right threw trip grenades this dose not force us to go any other way we just crawl passed it.
but that is what my IED is for sitting 5ft from him.R.J.Travis wrote:I find it very stupid to even put one down 1 a medic will just revive the guy 2 you can crawl by it 3 you will have a 95% chance to get a tk and banned don't use it if you wish to play tk free
This says it perfectly. Grenade traps are just TK machines and are NOT necessary to the game at all. The ONLY people that demand that they be in game are the same people who played sniper in VBF2 in order to get the insta-kill claymores.waldo_ii wrote:I have wanted to say this for a while, I might as well now.
With all due respect to the Devs, the grenade traps were a big fail. Every game of insurgency I have played, there was just teamkill after teamkill from grenade traps. People always, always place them in places that are vital for getting places, such as doorways to large buildings. As a result, no Blufor can get in, but no Opfor can get in or out. They are virtually invisible, and people never check their maps for markers. Even if they do, the markers are large enough that it can cover a radius of like 20 meters. Not precise at all. When people generally see the markers, they think "oh, that is a mine, and therefore does not apply to me since I am not in a vehicle." By "generally," I mean "virtually everyone." People are too occupied with looking ahead of them to look down and look where they are stepping. I have even seen people put them so close to the cache that people trip them on accident, blowing up the cache.
I know what all the devs and community members will say. "Players will just have to learn to look where they step. Players have to learn where to put them." Honestly, there is NO good place to put them. If you put them in a "defensive" position, then friendlies will trip over them, guaranteed. If you put them in an offensive position, well, no one does that because it takes too long to set them up and the chances of success are too low to make it worth it. If you do set up an offensive grenade trap and a blufor trips it, you don't know if your trap worked or not, and no Blufor will ever really learn from their mistake because it happens so rarely.
You can't change the player, hoping that they will change is even less likely to work. I was skeptical of the idea at first, but I was willing to give it a chance since it works with trip-flare properties instead of the idiotic old claymore properties. It was tried, it failed, and, to be honest, it needs to be removed.
I'm sure these worked in beta testing, I know the Devs wouldn't have kept them in if they failed as hard as they do now. Unfortunately, your average PR player isn't as honorable, or even has as much common sense as the testers I have seen.
That felt good to get out.
Why would you put grenade traps around:Deadfast wrote:Grenade traps are a great idea.
Unfortunatelly players are hardcoded.
One day we used them on Fallujah.
A cache spawned in one of these project compounds near the insuregents' main with just one entrance.
We layed down at least 4 traps and multiple mines there. The map was full of red mine markers and the traps were visible from both of the sides (they were intended to slow down the enemy, not just kill them).
It was a perfect setup if there wouldn't be for all those retards. Why do I call them retards? Who else walks over the same exact trap 3 times in a row?!
Multiple chat warnings, markers all over the map, clearly visible traps.
Thank god the admins were reasonable (Thors Brigade) and in the end it was the idiots getting kicked![]()