noob + grenade trap = ban

General discussion of the Project Reality: BF2 modification.
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: noob + grenade trap = ban

Post by R.J.Travis »

Hresvelgr wrote:Not all the time. Firstly, some US players don't know how it works. And secondly, I place them in spots that can be very tricky. Once I put two down covering a staircase to the cache. Insurgents coming from the cache could still jump down the third side, but US forces coming up were stuck until a couple of brave souls died to clear the traps. In the meantime, everyone who stuck their head up to get a peek got blasted away by my Al-Quds.

And the point about the medic, I want them to come try to revive the victims. You don't know how to fight guerrilla style obviously.
1. us team fails vbf2 noobs if they do not know how to crawl pass it.

2. I would kill you before the revive.

3.you will mostly get a tk from it.
Twisted Helix: Yep you were the one tester that was of ultimate value.
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: noob + grenade trap = ban

Post by R.J.Travis »

[R-CON]Outlawz wrote:Hmmm maybe 3D map icon warnings should come back for these traps?
Visible from like 20m and only to the team that set one up of course.
if this happens we at the US HQ demand self triggered claymores.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: noob + grenade trap = ban

Post by Tirak »

R.J.Travis wrote:if this happens we at the US HQ demand self triggered claymores.
Travis, you're starting to piss me off.
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: noob + grenade trap = ban

Post by hiberNative »

as soon as i plant a nade trap, friendlies attract to it like moth to a porch light. i dunno why...
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Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Re: noob + grenade trap = ban

Post by Deadfast »

Caboosehatesbabies wrote:Why would you put grenade traps around:
1. A spawn point.
2. The ONLY reliable source of ammo for the INS.

I will continue to punish for grenade trap TK's at caches. I have even SPAWNED on top of grenade traps and have died.
Cache spawned on top of a project and was unreachable by any means other then a grappling hook = no source of ammo. It was not a spawnpoint anymore as well.

The projects were surrounded by walls = compound.


Traps were placed at the entrance to the compound, not the project.


And no, I completely disagree with what you said above - grenade traps, unlike Claymores are avoidable.
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