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Re: Grenade trap tk's
Posted: 2010-03-30 14:05
by BadGuy
Ok this would help more, you can crawl pass them without setting them off. Just do that and even so like I said earlier you can set a mine marker on them so people know there is a grenade trap there displayed on map. No need to remove it, no need to whine about it.
Smart people place them next to enemy abandoned trucks, or under them with the wire exposed. Do not place on top of ladder, the crawling pass will not work.
Re: Grenade trap tk's
Posted: 2010-03-30 14:41
by Bringerof_D
in most cases for making nade traps it would be likely that the inner fuse is removed, then a string looped around the spoon. arm it by pulling out the pin, and when the string comes loose the spoon releases the firing mechanism which sets off the primer. now since the fuse has been removed, and likely in its place stuffed with a bit of powder, it should go off instantly.
Re: Grenade trap tk's
Posted: 2010-03-30 17:16
by Bellator
QFE, Mines and grenade traps on insurgency WILL ALWAYS KILL MORE FRIENDLIES THEN ENEMIES! It is that simple, just look at any round of insurgency when idiots spam the roads with AT mines.
I don't agree about the AT mines. They're quite useful.
Re: Grenade trap tk's
Posted: 2010-03-30 17:28
by bad_nade
Assuming insurgents use Russian F1 grenade, it's possible to fuse it especially for booby traps. Quote from
Wikipedia:
The Soviet F1 hand grenade, nicknamed the limonka (lemon grenade) is an anti-personnel fragmentation defensive grenade. It is based on the French F1 grenade and contains a 60 gram explosive charge (TNT). The total weight of the grenade with the fuze is about 600 grams. The UZRGM fuze is a universal Russian type also used in the RG-41, RG-42, and RGD-5 grenades. The standard time delay for this fuze is 3.5 to 4 seconds. However, UZRGM fuze variants are available which give delays between zero (i.e., instantaneous) and 13 seconds, specifically for use in booby-traps.
So if insurgents had access to those special fuses, current nade trap implementation could be realistic after all. It's deploy time should be increased though, due to fact that turning a hand grenade into a trap would require screwing hand grenade open, changing fuse, combining parts again and setting up the trap wire.
Re: Grenade trap tk's
Posted: 2010-03-31 03:48
by Dev1200
killonsight95 wrote:i say give the grenade a delay of about 2 secs so it wounds not kills the person who walks over it
You could sprint through nade traps and not get killed.
Also, make it so that the nade marker reaches out for 20m or so. Or at least make them not blow up from friendlies.
Re: Grenade trap tk's
Posted: 2010-04-01 02:27
by glowjack177
I'm kinda sad about the way this conversation is going. Grenadetraps are the second most useful tool for insurgency besides IEDs, grenadetraps forces BlUFOR to either sacrifce a man or go prone and become extremely vulnerable while crawling. They are even more effective on stairs where you can't jump/crawl over and on mesh fence openings where the grenadetrap's cord blends in with the fence.
The problems with tks is called stupidity and carelessness, unless the traps are placed around spawn points people should always watch their step at all times. It doesn't matter if its friendly cuz either way you'll die, if BLUFOR can keep an eye out for mines, ieds, and grenadetraps then so can insurgents. (and the realism arguement is that in reality no explosive is friendly)
Tks by grenadetraps and mines should be disabled, there shouldn't be an incentive for watching your step other than to survive, and there shouldn't be a punishment for placing defenses.
Re: Grenade trap tk's
Posted: 2010-04-01 02:39
by Feriluce
How about NOT placing grenade traps in the most random of places all over the map? The amount of TK's from nade traps are easily 10x the amount of blufor kills.
Re: Grenade trap tk's
Posted: 2010-04-01 13:19
by Boris.T.Spider
One guy says 'don't put them defending caches' another says 'don't put them in bottlenecks' and another guys says 'don't put them in random locations' If we try to keep all these people happy, kinda leaves nowhere to put them! The grenade trap is one of the most useful defensive tools in PR, and the only reason that they TK friendlies is because the TK'ee is not minding his surroundings. Unless you spawn with the trip wire wrapped around your foot you have nobody to blame but yourself. If you spawn on a cache and the first thing you do is hit Shift and run towards the gunfire you are an idiot and deserve to be blown to bits by the grenade traps defending it, you are what BLUFOR is looking for, either on foot or with the UAV, insurgents streaming out buildings. If you want to attack BLUFOR, spawn either at main or on a hideout, if you want to help bolster the defence of a cache, spawn on a cache. And if you really really really need to spawn on a cache, stop still, look around 360o, check the windows, listen to whats going on around you and observe what the defenders are doing before calmly, and sneakily making your way out the building. The defenders are defending a critical asset and team spawn point, the least you can do to repay them for this service is not to compromise their position and defensive fortifications.
As a side note, I have noticed that on AAS maps where a side has access to grenade traps, this problem with TK's does not appear to exist, you simply see a big (2) approaching on the map and shout “SL2 Gren Traps near!” he then 'normally' heeds your warning, checks his map and either redirects or exercises extreme caution. Now this is on AAS where your team, unlike insurgency is actually against the clock, why? Because they actually value their virtual life, and here is the kick-*** irony of the situation on Insurgent mode, people don't value their VL enough to mind their steps, but they do value it enough to hit PG DWN and possibly have you kicked off the server.
Methinks this is another players are hardcoded idea.
Re: Grenade trap tk's
Posted: 2010-04-01 13:58
by iwillkillyouhun