Herbiie wrote:Ninja, those methods of deploying Minefields, do they bury the mines at all?
On today's battlefield, burying mines is "low-tech" and rarely used anymore. With advances in weapons technology we have been able to design mines that are smaller, lighter, and still as effective or more so than the older, larger mines of generations past. Some nations still use the old buried mines, but mostly unconventional forces or those in very low-budget nations.
Burying mines is more dangerous to the soldier for several reasons, not to mention it takes a lot more time and resources.
dtacs wrote:Vehicle fires mines in a fan fashion, similar to how smoke grenades are deployed currently. One vehicle per team and either needs a crewman driver + CE gunner or simply a single crewmember.
It could be coded as the vehicle not shooting projectiles, but rather spawning those objectives in front of it.
Its a foolproof vehicle because it serves no other practical function other than shooting mines in a certain manner. Of course, a player could shoot them wherever they wanted, but I'm sure theres the ability to stop mines from being able to be deployed in a DoD or something.
If you had a vehicle firing mines in a forward arc, chances are someone would run over their own mines. You know the saying "never pee against the wind"?
Examples of problems with a manually-operated deployment device would be an uneven mining pattern if the vehicle isn't moving at a constant speed/direction. And what if the person stops the vehicle with the deploying device still active? You'd have a huge pile of mines in a single spot.
If a vehicle-deployment system is used, it will require a bit more thought into how the mines are deployed, pros and cons of that system, and how to counter any possible bugs/glitches/trouble spots. Not to mention a ton of testing in various environments and terrain.
Hotrod525 wrote:Dosent need to be reloaded when deployed, mine stay there. Unless they blown, or the mine are cleared out with a "pimped" wrench tool.
Modern mines such as SCATMINES no longer last indefinitely. These mines use a self-det timer to destruct after a determined amount of time, varied with the type of mine or the type of minefield/location. I'd like to see that any type of mines deployed in such a large quantity in PR also have life timers.
And by integrating any sort of larger minefields, new counter-mine systems will also need to be added to ensure proper removal. Mine plows, MCLC, bangalores, and other methods used on the modern battlefield instead of having to wrench away on dozens of mines.
Anyway, engineer do not carry .50 anti-material rifle with them. I'm not even sure that it is used by them in any way.
The Barrett family of rifles was originally designed as an anti-material rifle, intended to take out hard and soft targets at a distance. Back in the first Gulf War when the rifle really saw its first combat use, it was used to disable parked enemy aircraft, power generators, and other such targets from a "safe" distance. But it also started to find use in demolitions teams for remote detonation of explosive devices.
Today, several nations are using the Barrett and other .50-caliber rifles for counter-mine and EOD use. Not just the military either, many law enforcement and government agencies use them for this purpose. This is because you can effectively detonate or disable a mine or explosive device. If the bullet itself doesn't destroy/disable the triggering mechanism, the blast force upon impact is often enough to cause immediate detonation.
The team has discussed adding a feature to allow such weapons in PR to detonate explosives and mines, but I don't think it has been resolved yet in a properly functioning manner. When the team can figure out how to do so effectively, we
might see combat engineers in PR issued such a weapon again.
Making it a deployable asset just like the .50 pit or the foxhole and buried in by shoveling =D Like a predifined patern just like the "wire" , 10 feet long 2 feet wide, make about 15 mines,limite it to 4 MF by team, its more than enought on the PR scale.
The problem with making minefields work like a deployed asset is the same problem with the current deployed assets: What happens when you try to deploy it on uneven terrain? As Bloodbane mentioned, you'd probably have floating mines, or mines located too deep within the terrain due to sloping ground.
The only way to get a "deployed" minefield to function correctly is to have the mines spawn at a predetermined height above the ground and drop a few feet. This would ensure that all mines fall to the terrain below them and settle at ground level regardless of terrain slope.
But what happens if a deployed minefield is called in near an object/obstacle, such as a building, boulder, etc? That also would need a lot of thought and testing to ensure it doesn't appear buggy or flawed.
Ideas to counter those negative points are always welcome. I'd love to see an improved method of deploying mines in PR, but only as long as it doesn't have a negative impact on gameplay or cause headaches for the staff responsible for developing it.