Removal of the Incendiary Grenade/ Wire+Tanktrap fix

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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Removal of the Incendiary Grenade/ Wire+Tanktrap fix

Post by McBumLuv »

nick20404 wrote:And the incendiary just destroys the base of the fb so it can't be rebuilt. magical dirt mounds the spawn human beings don't exists so saying the incendiary won't destroy it is just an assumption.
Can't it, though? I mean, track/side shots are able to disable vehicles, where as frontals don't, And I don't think that's simply to do with varied damage, right?

I quite like this suggestion, actually. Maybe give the specialist one, and the combat engie 2/3? It would also help define their roles. As for the wire/tank traps, I agree as well. And iirc, I've been able to place wire with some of it going through walls and such, so I'm sure it is possible.

BTW, would the DEVs consider taking away the dirt from wire assets, while leaving it as a buildable? While having parts of the while floating beforehand wasn't too attractive (or useful), it's no more attractive now, and the dirt wall is more effective than the wire itself, oddly (IE, it can't be destroyed with a single incendiary).
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Kenny
Posts: 261
Joined: 2006-11-18 03:30

Re: Removal of the Incendiary Grenade/ Wire+Tanktrap fix

Post by Kenny »

I quite like these ideas I agree with the no-collide one for sure so many countless deaths trying to place wire only to have the inf just walk round and I also have another idea:
Make the shovel have a right click option to unbuild objects it should take the same amout fo time as it did to build that way if you want to remove something it will take time and an organised suqad or you will probly be killed in the process
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Alan
Posts: 54
Joined: 2008-01-01 22:18

Re: Removal of the Incendiary Grenade/ Wire+Tanktrap fix

Post by Alan »

What? Double post 13 minutes apart? Creepy...

You can't just "blow it away" for those people who seem to think age means everything. A WWII weapon will stop a modern infatryman/vehicle dead quite easily -tires are still made of rubber, tanks of steel and men of meat. Not changed since WWI really.

The Somme proved just how effective barbed wire is in defending an area, and hedgehogs will quite happily rip the unarmoured underside of tanks right out -try operating with a bloody great hole in your underside!

I said Officer back in post 2 purely because it keeps the thermite less numerous, but still ensures the squad has one. Specialist rifleman is good though, if the Officer doesn't have a slot free. It also means tanks and such have to call in inf to support them and clear obstacles, not just roll in. There is still too much of this "I have tracks and a big gun, I can do anything" type mentality...

As McLuv said, currently the dirt is more effective than the wire, which is silly. While a million year old mountain may stop a tank, a pile of dirt magicked out of nowhere should not...
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Removal of the Incendiary Grenade/ Wire+Tanktrap fix

Post by Dev1200 »

All quite true. The incendiary is way to common for the power it has. It's just that items built for defending an area can easily be taken down without much effort. At least making it so that they can only be destroyed via heavy demolitions (C4?). They're much to easy to take out.


I also really like the Right-Click to un-build option.. so that someone doesn't have to spawn commander and accidentally delete an entire firebase to take out 1 accidentally put HMG =P
DannyIMK
Posts: 226
Joined: 2008-01-28 18:16

Re: Removal of the Incendiary Grenade/ Wire+Tanktrap fix

Post by DannyIMK »

Incendiary grenade should be limited to: Combat Engineer,Officer and Weapon Specialist.
Wires and Tank traps are dug so i don't think that Grenade/C4 can destroy them. and Incendiary grenade is just a heat not even blast like frag grenade so it is unrealistic that it can destroy Tank Traps and wires.

The Wrench/Shovel should be used to remove tank traps and wires
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