Re: IED feedback
Posted: 2010-02-26 21:22
Rarely, is that ammo truck ever used... it just gets thrown away.
RKG may penetrate 125mm of rolled homogeneous but there's a few points to note.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.
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.boilerrat wrote:Rarely, is that ammo truck ever used... it just gets thrown away.
When in reality, its a jet of MOLTEN HOT COPPER spewing all over them.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.
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.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..
I think the bottom 4 are a problem.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
Is this for realz? The spawnable IEDs now don't kill the cache anymore? WINdtacs 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.
This pretty much sums it up.[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.
Dev1200.... kaboom'[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).