Yeah v0.9 pipebomb IEDs in sapper kit = major design fail. Only semi-useful IED now is the mine, I say semi because I haven't confirmed whether the proximity detection radius has been altered (how far away the vehicle has to be to detonate the mine, compared to v0.87). Even so the mine can't replace the remote detonated IED.
Having one arty IED pickup kit every... 10mins = major design fail.
In v0.87 the arty IED only had a bigger blast radius, not a more powerful explosion, which meant a LAV/tank just laughed and rolled away as an arty IED was detonated next to it. Apparently the arty IED in v0.87 was meant to kill infantry - hence the reliance on the standard IED (remote detonated pipebomb) to kill vehicles etc because it was available as a standard kit and thus actually used. Unlike the arty IED which was only available if you camped at the main and waited for it to spawn and the other guy waiting for it didn't get it first. Even then you had to contend with noobs who had naive visions of grandure and would inevitably just waste the kit repeatedly.
Anyone confirmed what the arty IED behaviour is like in v0.9 - has it been fixed now so it can take out an APC/tank one shot?
IRL insurgent sappers don't just walk around putting little handfuls of explosive (e.g. silly pipebomb) on the side of the road. Hell all that effort of:
- recon to determine which roads are regularly used, placing an IED so that it isn't obvious the road has been dug up/altered etc
- not to be seen by BLUFOR spotters/UAVs who monitor certain stretches of road for exactly that
- to then camp the area so he can monitor the kill zone
... and he's gonna place a tiny pipebomb which is sure not to kill/disable a hummer/similar?
The "pipebomb" IED IRL is simply a fuse-lit, hand thrown, anti-personnel weapon (a bigger hand grenade), with some shrapnel obviously hitting the hummer but sure as hell not do any significant damage.
So why the heck does the INS sapper kit in v0.9 have a remote detonate pipebomb i.e. a glorified hand-grenade - because it's useless.
Remote detonated IEDs (pipebombs) have to be "balanced" (favourite word being used for INS weapons in recent times isn't it) so that they have equal or better than v0.87 values for "blast radii and damage values".
Re: IED's almost useless now?
Posted: 2010-02-08 14:45
by Protector
Leeu wrote:
In v0.87 the arty IED only had a bigger blast radius, not a more powerful explosion
You sure about that? I destroyied APC's with just the one blast I was sure it was more powerful than an IED.
Re: IED's almost useless now?
Posted: 2010-02-08 14:56
by Rissien
Protector wrote:You sure about that? I destroyied APC's with just the one blast I was sure it was more powerful than an IED.
Ive honestly yet to see it kill an apc, even seen a series of three and the apc just turned around and ran back to main.
Re: IED's almost useless now?
Posted: 2010-02-08 14:59
by Protector
'= wrote:H[=ElvishKnight;1260280']Ive honestly yet to see it kill an apc, even seen a series of three and the apc just turned around and ran back to main.
The artillary IED?
Re: IED's almost useless now?
Posted: 2010-02-08 15:21
by freeway
today i placed 2 IEDs under scimitar then detonated them gess what ? nothing happened , the scimitar didnt even get any scratches . i understand small IED cant do much damage to vehicles u could give them something bigger instead or we could keep the o.87 value while waiting for a new model . The IED just get weaker and weaker after every patch , just dont know why we cant have the Arty shell kit in every map ? we could make it so that ppl only lay 1 arty only or something .
Re: IED's almost useless now?
Posted: 2010-02-08 16:03
by 009783232
The problem with replicating the real life effectiveness of ieds is two fold. Firstly, over 60% of casualties in Iraq are from ieds, but a very small percentage of the total ied attacks are actually successful.
Secondly, the effectiveness of ied strikes differed considerably between insurgent factions and different ied types. The ied types shouldn't just be limited to pipe bombs and artillery shells, the very extremes of the ied spectrum. Conventional explosives from Baathist military stores (the very same stores that the artillery rounds were sourced from), efp's (common amongst Shia groups such as would probably appear in Al Basrah) and anti-infantry based fragmentation ieds should all appear in the insurgent's arsenal.
There is no reason why the insurgents shouldn't have the majority of their kills from these sorts of ieds, rather than small arms and rpgs as represented in 0.9
Re: IED's almost useless now?
Posted: 2010-02-08 16:34
by boilerrat
I believe we need to be able to use more IEDs...either make the arty IED more abundant or have a higher variety of them.
Insurgents lack in firefights because we cannot heal as much as them, they have medics and patches.
Re: IED's almost useless now?
Posted: 2010-02-08 16:58
by Protector
added Boilerrat.
Re: IED's almost useless now?
Posted: 2010-02-08 17:01
by ebevan91
An IED rocked our BTR yesterday. Full BTR at the beginning of the round. I'm not even sure how the enemy got to the east city so quickly on that Iron (forgot the other part of the name lol) map.
Re: IED's almost useless now?
Posted: 2010-02-08 17:21
by Rissien
Protector wrote:The artillary IED?
Yes three of them failed to kill one apc and it was in the middle of the blast.
Re: IED's almost useless now?
Posted: 2010-02-08 17:29
by =]H[=[Amish]Kommando
'= wrote:H[=ElvishKnight;1260437']Yes three of them failed to kill one apc and it was in the middle of the blast.
Hello Elvis,
are you referring to the incident on Gaza when you and other squad members tried to blow up my M113? Just wondering .....
Re: IED's almost useless now?
Posted: 2010-02-08 17:48
by Protector
'= wrote:H[=ElvishKnight;1260437']Yes three of them failed to kill one apc and it was in the middle of the blast.
.9 or earlier version that is unbelievable!
Re: IED's almost useless now?
Posted: 2010-02-08 18:26
by lagopus
'= wrote:H[=ElvishKnight;1260437']Yes three of them failed to kill one apc and it was in the middle of the blast.
Must be bugged, I've killed Strykers, Warriors, Scimis with one regular IED in 0.87.
Anyway, even tho I'm a bit of a zapper whore and had alot fun in succesful IED ambushes, I'm quite pleased with the fact that the IED have gotten its blast reduced. Real life forces dont drive thru mainstreet fallujah and get attacked by 10 IED's in two hours, wich blast power could be equal to a jet bomb. I now find it a bit more fun to play opfor on insurgent maps, as you can drive a humwee/apc on urban areas giving close support to your troops not fearing that you will get killed by a IED 20 m away.
It was a bit annoying yesterday on Gaza when two merkavas drove around in city, and we simply didnt manage to kill them, no matter what we threw against them. But again, it was our own teams fault since almost no mines where deployed at all.
Re: IED's almost useless now?
Posted: 2010-02-08 18:37
by Malchuth
Leeu wrote:
So why the heck does the INS sapper kit in v0.9 have a remote detonate pipebomb i.e. a glorified hand-grenade - because it's useless.
Thats also the biggest problem I see here...
Setting up traps is usually something which comes along with much patience and vigilance.
There's no sense in taking so much efford to plant wonderful traps if they actually don't do any harm. People's (including me) attention will shift to the RPGs/LATs.
That won't ruin gameplay but it will still take away some variety of options on the battlefield.
Re: IED's almost useless now?
Posted: 2010-02-08 19:46
by The_Blitzcraig
Ive done quite a bit of testing with the IEDs and I can say that the pipebomb IEDs can destroy anything less armored then an APC. Ive set up 5 pipebomb IEDs directly under a M113 and detonated it which sent the APC flying 30 meters in the air and it flipped on its back, the explosion itself didnt seem to damage the APC at all since there was no smoke afterwards but the vehicle being flipped over soon caught fire and destroyed itself like all vehicles do when they flip. So theoretically it is possible to destroy armor using only pipebombs if you can manage to flip the vehicle with the blast force of 5 pipebomb IEDs. A single pipebomb IED will moderately damage light vehicles like humvees and log/transport trucks making them smoke if the IED was detonated fairly close to the vehicle (within about 5 meters) This blast will only slight injure the people inside but not enough to cause them to start bleeding. I recommend using at least 2 pipebomb IEDs if you are trying to hunt light vehicles. Summed up the pipebomb IED is best used for infantry and light vehicles and dont forget that these can be placed on nearly any surface like a wall or sign pole, just be creative. If they are placed high enough off the ground they can kill gunners in M113s, claymores are also useful for situations like this.
The artillery shell IED is now a beast however, Its explosion radius is much bigger then it was in previous versions, A single arty shell can moderately damage an M1 Abrams and 2 arty shells will destroy it. Just make sure the shell is within 10 meters of the tank if you want to do the most damage to it. Against the Bradley I placed a single arty shell underneath it and detonated. The Bradley was badly damaged with a good amount of smoke coming from it, It was soon immobilized from the blast, caught fire and blew up on its own from being so badly damaged by the single shell. The anti personnel radius of the arty IED is also rather large, I first tried detonating a arty shell from 45 meters away when it was placed under a tank. Turns out I was killed from being too close to the blast. Make sure you are least 85 meters away from a arty shell before you detonate it because they can injure people up to 70 meters away. Be sure to place these far enough away from caches as well so you dont accidentally blow the cache up with the large blast radius of the arty shell.
I hope this helps clarify the updated IEDs for anyone that wants to better understand them.
Re: IED's almost useless now?
Posted: 2010-02-08 20:20
by RedAlertSF
It's really sad that so far in the insurgency rounds I've played, I've seen nobody using IEDs. And I've seen one, ONE mine during around ten rounds.
It's ridiculous. Any BLUFOR on the insurgency maps will just simply destroy insurgents when it comes to technology. Previously this was no problem at all. I could just grab an RPG or put an IED on the road and ambush the enemy. But alas, first my RPG got nerfed and now my IEDs are ineffective against any armor. Now, could someone tell me that should I do? Get into a bomb car? It seems like it's the only option.
EDIT: Also, why don't Hamas or Taliban have a regular IED kit?
Re: IED's almost useless now?
Posted: 2010-02-08 20:43
by Tinfoilhat
Anyone complaining about how useless the IED's are at killing things, watch this video, shows you just how tough a Humvee actually is.
Sure the vehicle was destroyed, but the driver got out apparently.
Tinfoilhat wrote:Anyone complaining about how useless the IED's are at killing things, watch this video, shows you just how tough a Humvee actually is.
Sure the vehicle was destroyed, but the driver got out apparently.
we want something that could help us stop those tanks or APCs , if the ied thing is too small and the damage value is right for it then why dont we use a bigger ied ? come on atleast 1 ied kills a humvee and 2 ied kill a APC , maybe 3 to kill tank ?! 5 IEDs to kill a APC ? i dont think this is right