Page 2 of 2

Re: Remove IED from spawn menu for insurgency

Posted: 2009-03-21 09:27
by Taliban-IED
aperson444 wrote:In RL IEds are a big part of insurgency. I would think that doing this would create a problem, not only with kit-wasters, but also it would hinder the realism.
Signed* but i have to say i dont like mines that much...i would prefer 2 ieds rather than 1mine 1 ied, because there many schmucks who plant mines in front of USMC base ...i know, i know "use engineer kit to remove the mines" but i think it become arcady and all about get the frag/kill then a nice realistic gameplay/story. Or you design an IED mine which can be burried and explodes only if you "call" it. On the mainbase of insrugency and it should make dmg like a real mine , which destroy tanks if explode under it. And give the sapper an arty ied, but same dmg like c4 and explosion.

Re: Remove IED from spawn menu for insurgency

Posted: 2009-03-21 17:59
by Psyrus
R.J.Travis wrote:how about why?

I suggest removing the 20 min stay timer on the landmines for ins there land mines should go away right after death as they can spam them.
That's probably a bit of an overreaction, I'd say perhaps a 5 minute death-timer on the mines after death because as you mention, they can be placed easily and readily around caches by spawn kits & the Blu Force get at most 2 kits (combat engie) that can remove said mines.

That being said though, I honestly haven't found mine spam to be that much of an issue... it is usually about 3-4 in the same area... where did you encounter the problem Travis?

Re: Remove IED from spawn menu for insurgency

Posted: 2009-03-22 14:54
by Sabre_tooth_tigger
Taliban are far less powerful then insurgents for this reason I find, really I would expect the opposite as taliban are Mujahideen where Im not sure insurgents really receive as many resources ?



Mines should stay the length of the game like they would realistically. IED is much more adaptable and up for debate

Re: Remove IED from spawn menu for insurgency

Posted: 2009-03-22 15:59
by R.J.Travis
Psyrus wrote:That's probably a bit of an overreaction, I'd say perhaps a 5 minute death-timer on the mines after death because as you mention, they can be placed easily and readily around caches by spawn kits & the Blu Force get at most 2 kits (combat engie) that can remove said mines.

That being said though, I honestly haven't found mine spam to be that much of an issue... it is usually about 3-4 in the same area... where did you encounter the problem Travis?
Fallujah West every road has at lest 5 - 8 mines on it

Karbala there are mines everywhere.

On any INS there's always 2-3 morons putting ieds mines on the way out of the us/brit main base Witch I have found to be the easier way to get to 50/0 because you can kill them so dam easy and they keep coming thinking you will get board (:

Re: Remove IED from spawn menu for insurgency

Posted: 2009-03-22 17:53
by Incomplete Spork
The problem is you can't remove the mines or IEDS. Don't give me that combat engineer **** because someone took that kit for the hell of it and won't ever remove a mine, and since it has a 20 min kit re spawn time you can already go ahead and say the mine is invincible till something rolls over it.

Then if you find an IED that is just impossible to remove. Even if the combat engineer tard decided to be useful and remove something he couldn't even remove the IED. You can't destroy the IEDS with NOTHING