Re: Modded Sinkable Mines
Posted: 2009-01-03 16:47
YAAAY MINE SWEEPER SQUAD AHHA
Same here, I guess you and I will never know what all the hype was aboutTomato_With_A_Rifle wrote:Cant even see the video, it says connecting for like 1 hour then buffering at 0% forever
Lets face it, the roads depicted in the area's these maps are in aren't exactly going to be "A grade" roads,CareBear wrote:still the problem of it going through concrete etc... as you even show with you pic.....
Agreed, i used to have the opinion that mines/ieds would be unrealistic to put underground. But after using them a lot, it's very unrealistic the way we're forced to place them in plain sight most of the times.Ablack77 wrote:imo a little realism could make way for game play in this instance,
I would like to see that (well, IEDs instead of mines for insurgents). IMO, mine fields should be used as assets, with a "safe" path highlighted on the map. Everyone would see a sign saying minefield, but only the force that's laid them down can know which mines are duds and which ones aren't.AnRK wrote:To be honest the only faction I think should get mines at all are the milita and insurgents, cos I reckon they'd be the only ones to use them in the way they are used in PR currently.
On Archer we have compensated for this by creating lots of gras near or even on the road, also you can literally place IEDs and even mines inside of the loose rocks found near the roadAblack77 wrote:Lets face it, the roads depicted in the area's these maps are in aren't exactly going to be "A grade" roads,
Take Kashan or Ejod Desert, Al Basrah, Jabal, Ghost Train, Bi Ming, Barracuda, Korengal, Qwai, Mestia, Tad Sae, Qingling, Archer, Fools Road and Ramiel for example, it is reasonable to expect these roads would be old and in a bad state?
Possibly the only maps you might say "this is not very likely" is on Muttrah and Sunset, agreed?
imo a little realism could make way for game play in this instance,
but really realism isn't being sacrificed because ultimately you don't place mines on top the ground,
I mean imagine how useless mines would be IRL if they were.
so in actual fact it's really not that unrealistic.
The way I see it is 90% realistic because mines are always concealed under the grounds surface vs 10% unrealistic when they are placed on roads.
FH2 has minefields.AnRK wrote:I'm fairly sure minefields can't be done, would be quite cool if there was some way of making a deployable that had mine warning signs round it, but inflicted massive damage to any vehicles that came in it ala going out of the area of engagement round the sides of a map. Dunno if it could be done that way though, definitely doesn't seem to be a way of having it so theres a large area of individual mines though.
They aren't deployable though, would be cool to have some already on some maps though.Brummy wrote:FH2 has minefields.
Must admit mate, Archer has definitely compensated for this I often wonder why other mappers haven't done the same,[R-DEV]PARAMEDIC.CA wrote:On Archer we have compensated for this by creating lots of gras near or even on the road, also you can literally place IEDs and even mines inside of the loose rocks found near the road
give it a try.