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Re: IED feedback

Posted: 2010-02-26 21:22
by boilerrat
Rarely, is that ammo truck ever used... it just gets thrown away.

Re: IED feedback

Posted: 2010-02-27 02:03
by gameraddict2
I should be able to destroy crates with 1 small IED. Even 2 dosen't work, this is my biggest complaint about the new IED strength. I have to get incindiaries from an allied kit to destroy crates.

Re: IED feedback

Posted: 2010-03-02 19:59
by Leeu
This is somewhat related:

The RKG-3 anti-tank grenade - complete fail, looks like DEVs NERFED that one too:
RKGs now do minimal/no-damage to soft skinned vehicles. a truck/humvee can take a RKG hit to the front windscreen and drive on with no problem. pretty good vehicle design if they can defeat a weapon that's supposed to be able to penetrate 125mm (4.9 inches) of rolled homogeneous armour plating.

Re: IED feedback

Posted: 2010-03-02 20:11
by AquaticPenguin
Leeu wrote:This is somewhat related:

The RKG-3 anti-tank grenade - complete fail, looks like DEVs NERFED that one too:
RKGs now do minimal/no-damage to soft skinned vehicles. a truck/humvee can take a RKG hit to the front windscreen and drive on with no problem. pretty good vehicle design if they can defeat a weapon that's supposed to be able to penetrate 125mm (4.9 inches) of rolled homogeneous armour plating.
RKG may penetrate 125mm of rolled homogeneous but there's a few points to note.

rolled harmogenous is not equivalent to most modern armour, and I'm guessing the 125mm is also an optimal penetration. The thing is an anti-tank grenade in nature, and being a complex design is depends a lot on the thrower, there's no guarantee it will hit straight on or even hit a vital part. And when it does hit it fires a shape charge through the vehicle, if this hits the engine block it would damage the vehicle severely, but the primary use by insurgents is to kill or maime the occupants - so killing all 6 occupants with one RKG hit would be a little extreme. Also before 0.9, in my experience at least, they only one hit killed a few times and I assume that was due to the vehicle already being damaged.

The devs made the RKGs cause damage to tanks (from above at least) and cause damage to APCs, so I don't see where the nerfed argument is coming from.

Re: IED feedback

Posted: 2010-03-02 20:16
by PlaynCool
boilerrat wrote:Rarely, is that ammo truck ever used... it just gets thrown away.
Qwite often i see it used as anti-infantry run over car, on Asad, Fallujah it's common to see a ins/hamas driving this truck trying to run someone over.

Re: IED feedback

Posted: 2010-03-06 19:27
by TristanYockell
RPG's and RKG's are fine, Iv still destoyed lots of light armoured vehicles with them.

Kind of have a gripe with the rpg's and humvees however. Hitting them in the crew compartment with one and they just drive along with noone injured/killed is a piss off.

Re: IED feedback

Posted: 2010-03-07 21:04
by boilerrat
TristanYockell wrote:RPG's and RKG's are fine, Iv still destoyed lots of light armoured vehicles with them.

Kind of have a gripe with the rpg's and humvees however. Hitting them in the crew compartment with one and they just drive along with noone injured/killed is a piss off.
When in reality, its a jet of MOLTEN HOT COPPER spewing all over them.

Id like to see something about that fixed.


But just for thought, this thread is about IEDs and their usefulness in 0.9

Re: IED feedback

Posted: 2010-03-07 22:40
by Nebsif
IEDs will NOT destroy caches anymore, even if placed on the cache, kinda exploitable.. and its still uber cool vs inf, srsly guys u cant expect a pipebombs to take down APCs..

Re: IED feedback

Posted: 2010-03-08 05:52
by dtacs
Nebsif wrote:IEDs will NOT destroy caches anymore, even if placed on the cache, kinda exploitable.. and its still uber cool vs inf, srsly guys u cant expect a pipebombs to take down APCs..
Well considering how many caches are often lost in games due to people blowing up their IED's it was actually quite a good change.

Even now an ArtyIED 30m away from a cache caused my mate to get about 3 TK's and a dead cache after we wanted to see what the explosion looked like.

Re: IED feedback

Posted: 2010-03-18 07:50
by SGT.Ice
boilerrat wrote:Post what you think of IEDs, in 0.9

Base it around
  • Pipebomb IED
  • Artillery IED
  • Availibility
  • Power
  • Number able to be placed
  • The specific kits themselves

Personally, I think ArtyIEDs aren't available enough.

Pipebombs are way too weak, we should be able to carry more.

We could also add more IED types.


Discuss
I think the bottom 4 are a problem.

Re: IED feedback

Posted: 2010-03-18 08:18
by Psyrus
dtacs wrote:Well considering how many caches are often lost in games due to people blowing up their IED's it was actually quite a good change.
Is this for realz? The spawnable IEDs now don't kill the cache anymore? WIN :-D

Re: IED feedback

Posted: 2010-03-18 08:26
by BadGuy
Well Last time I saw a Arty IED was 8.5 but yeah that kit is like non existent now.

Re: IED feedback

Posted: 2010-03-22 04:21
by boilerrat
As one of our friendly DEVs mentioned a few pages ago, ArtyIEDs will be more plentiful soon.

But in the meantime, could we get two pipebombs on the spawnable kit?

Re: IED feedback

Posted: 2010-03-24 14:08
by Dev1200
[R-DEV]Ninja2dan wrote:The standard IED used with the appearance similar to a pipe bomb is not going to be very deadly against vehicles. They are mainly intended for AP use, not anti-armor or anti-structure. Trying to use one of those against a bridge would be like using a pellet gun to hunt buffalo.



Again, if you were using the smaller IED, then that is to be expected. While it might blow a tire, those vehicles are designed to sustain tire/wheel damage and keep on rolling. If you were using the larger artillery IED, you'd need to detonate very closely under the target vehicle in order to cause maximum damage. Minor lag in either the driver or insurgent could cause the detonation to actually register early or late when faced with a fast-moving vehicle.


I don't recall what changes have been made regarding the IED's, but the topic was brought up and discussed earlier. Based on input of real-world characteristics of similar devices, the IED's were probably adjusted to be more in line with their actual counterparts.

As for carrying multiple IED's on a single person, that's not usually realistic. Planting an IED is usually done by teams, and one at a time. This limits the chances that the team will be killed trying to deploy the device. Basically, each device is planted by a single team and that team doesn't plant another until the first was either detonated, removed, or the team killed/compromised.

With regards to remote IED's (self-actuated), yes it's possible that teams will deploy multiple devices. But those being used in PR are player-detonated. And in those circumstances, one at a time is the best (most realistic) option.
This pretty much sums it up.

Just use ammo crates and in tandem with RPG's. Pipe bomb =/= Anti-Tank.

And I don't think they'll add more artyIED's before the next official patch.

Re: IED feedback

Posted: 2010-03-25 00:27
by boilerrat
'[R-DEV wrote:Jaymz;1275553']The artillery IED does need to be made more available. We kind of made them all realistic to appearance without redoing the kit loadouts (Artillery IED will be far more common in the future).
Dev1200.... kaboom


quoted from first page.

Re: IED feedback

Posted: 2010-03-25 01:42
by anglomanii
i have recently been told, the taliban have started using a different type op IED it's kinda frightning, if ninjadan or jaymz would like me to elaborate i will, but it's not for public consumption.