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Re: IED feedback

Posted: 2011-03-04 01:24
by mosinmatt
I think the IED kits are fine. I rarely even see the pipebombs used actually. I mostly see mines being placed.
The Sapper kit is perfect how it is. Making it alimited kit will just nerf the INS faction more.

Re: IED feedback

Posted: 2011-03-04 12:17
by AquaticPenguin
I like the pipebombs, but they have quite a small wound radius which makes them very bad against infantry. Because of how effective the medic is even if you hit 2 or 3 of the infantry they can all be revived back to full strength.

Now the idea of setting chain IEDs is a good idea, it gives you the possibility to hit the medic when he comes to revive the infantry. However that tactic rarely works either, because in using both the IEDs in the same place you reduce the chance that infantry will walk into your kill-zone. This is further emphasised by the fact it is very easy to spot and avoid IEDs so it is very difficult to pull off a good ambush.

I don't think that people using the pipebomb should be able to kill entire squads, I think the ideal tactic should be that you knock a couple down with the first IED, and then with the second you take out the medic and kill one or two who have been revived. The IED operator wouldn't be so powerful they could take out a squad, but they could weaken them severely by killing 1 or 2 of them. And there would be a benefit to trying to set up an IED ambush.

I think the above would work if the IED blast radius was a bit bigger, perhaps covering 3/4 of a street width, but kept as powerful as it is now so that it can't kill vehicles. I also think IEDs should be made slightly more difficult to spot. People would have to keep their spacing to stay alive, and the effect of chain IEDs would be to weaken the effectiveness of the squad, either by harassing them or by trying to take them out while they're reviving.

Re: IED feedback

Posted: 2011-03-04 12:46
by Pronck
I would really like it to see an IED that is more effective against then a Pipebomb-IED but less effective then an Arty-IED (at least the blast radius should be smaller). Also this IED should be less effective against infantry then the other IEDs. As now you can only choose between the pipe-bombs that aren't effective or small nukes that will kill you over quite a distance while looking from your spot. Just make it a limited kit (7 max.) and don't give it any mines or grenade traps. And for the skins of the IED, just use an AT-Mine with a remote detonator. But since this is just a dream, and the developers don't want to get IEDed by their own designs it will stay a dream.

So the specifications;

- Small blast radius
- Effective to track heavy vehicles with a near miss (5mtr Max.)
- Effective to let heavy vehicles catch fire with a direct hit
- It will blow up small vehicles with a direct hit
- It will let heavy vehicles catch fire with a near miss.
- No grenade traps and no mines.

Re: IED feedback

Posted: 2011-03-28 07:26
by FLAP_BRBGOING2MOON
i think most forget that the pipebomb IEDs are the size of 2 packs of cigarettes.. you cant pack too much explosives in a package that small

Re: IED feedback

Posted: 2011-03-28 21:05
by mosinmatt
Personally...I want the old IED animation back, where he just takes it out and you can throw it down. The one where he spins it around looking at it is a bit...too long, HAHA
I can understand the use of it though. I have had some very successful IED ambushes. One thing to do is to put them in a building that the blufor are likely to use.

Re: IED feedback

Posted: 2011-04-07 12:51
by Goblin
If i choose the Sapper clas i expect to be able to sap somthing and to be honest i cant the pibebomb IED is useless and pointless vs any thing not on food, i feel really under powerd as sapper, proberly also why so feew people even bother to place other IEDs of any kind in game then the arty IED, and people litterally fight over that one pick up/requested kit and make sqauds for that one kit, were people end up getting kicked or banned if they use it, if i play Taliban/insurgent/hamas etc i wanner be able to ambush and play like a sneaky ******* i dont feel like i can sadly as sapper, not to talk about the horrific rifle they have.
and the AP class isent even worth mentioning either with the claymores, it is basicaly the same thing rarely used at all, but that kit atleast usaly have a decent rifle.

For all i care they cut even remove the rifle the medic pack bayonet/knife nades what ever they have aslong as i can feel usefull again an have just 1 usefull explosion device in the kit, im prepared to only be able to bare hands fight together with the IED.

Re: IED feedback

Posted: 2011-04-07 12:59
by Psyko
Goblin wrote:If i choose the Sapper clas i expect to be able to sap somthing and to be honest i cant the pibebomb IED is useless and pointless vs any thing not on food, i feel really under powerd as sapper, proberly also why so feew people even bother to place other IEDs of any kind in game then the arty IED, and people litterally fight over that one pick up/requested kit and make sqauds for that one kit, were people end up getting kicked or banned if they use it, if i play Taliban/insurgent/hamas etc i wanner be able to ambush and play like a sneaky ******* i dont feel like i can sadly as sapper, not to talk about the horrific rifle they have.
and the AP class isent even worth mentioning either with the claymores, it is basicaly the same thing rarely used at all, but that kit atleast usaly have a decent rifle.

For all i care they cut even remove the rifle the medic pack bayonet/knife nades what ever they have aslong as i can feel usefull again an have just 1 usefull explosion device in the kit, im prepared to only be able to bare hands fight together with the IED.
were you drunk when you typed this? i cant read...i cant...i dont even.

Re: IED feedback

Posted: 2011-04-07 13:11
by Goblin
Tobad for you i geuss, but if it makes you feel better year lets just say im drunk.
hope you get a hardone now seeing you got to terrorise somone over the interwps with your l33tness.

Dam im tyired of most people here, if you dont wanner read it fine but to be honest i dont give a flying fuck im not english and proud of it aswell.
final post in this matter

Re: IED feedback

Posted: 2011-04-07 13:27
by Nebsif
Oh right.. thanks for bumping this thread.. anywayz, gotta agree with the drunk d00d that sapper kit is pwetty useless and does more harm than good.

The ONLY good thing the sapper kit has is the proximity IED/mine thingy and even then there's a higher chance of an unaware friendly who didnt check map or simply joined the game after the mines were placed to trigger it.
Then goes the IED, atleast now there's two of them but their only practical use is mining up cache rooms, which is complete BS imo.. defending an ammo cache by placing explosives on it.
Nade traps.. for every blufor guy that dies (and then most likely gets revived) on a nade trap there are at least 3 insurgents. Think its just better to replace them with more IEDs or sumfin..

Re: IED feedback

Posted: 2011-04-07 13:51
by Pronck
Just use the texture of the proximity IED, put an phone on it with some wires and ductape, edit the performances, delete the grenade traps and voila! We got a usefull IED!

Re: IED feedback

Posted: 2011-04-07 14:19
by Haji with a Handgun
Nebsif wrote: The ONLY good thing the sapper kit has is the shotgun
Fixed


IEDs are a gigantic waste of time IMO. Spend an entire round waiting for a Humvee or a squad, it doesn't kill them and they find you afterward. Sounds fun.

Re: IED feedback

Posted: 2011-04-07 14:46
by Psyko
Goblin wrote:hardone
AQUIRED :D




bit seerisly.o dnt cee e prblm whth te sapr ket, its une of the feeoow ktts taht forzz uuu 2 b mrr stealthy thn yooshual.

Re: IED feedback

Posted: 2011-04-07 15:01
by Von_Gnome
I am surprised i actually could read your post...

Re: IED feedback

Posted: 2011-04-07 18:13
by Stoickk
Used properly, the sapper kit is a great asset to the insurgent team. While the kit only carries two IED's initially, with reloads you can place up to five per detonation channel for a total of ten IED's at one time. Just two will destroy light skinned vehicles such as hummvees. Combine a set of five IED's on a single channel with strategically placed mines to funnel a vehicle into the kill zone, and you have a great ambush. Place your second set of five in likely cover positions for when the squad bails out of the hummvee, and your ambush goes from great to excellent. Add in a squad of insurgents in cover positions augmenting your IED's, and the ambush reaches epic proportions.

Yes, the sapper kit requires some patience to use properly. No, the primary weapon is not ideal for firefights. No, the IED's will not kill armor. The kit is far from useless though, when used properly.

Re: IED feedback

Posted: 2011-04-07 20:53
by Psyko
Stoickk wrote:Used properly, the sapper kit is a great asset to the insurgent team. While the kit only carries two IED's initially, with reloads you can place up to five per detonation channel for a total of ten IED's at one time. Just two will destroy light skinned vehicles such as hummvees. Combine a set of five IED's on a single channel with strategically placed mines to funnel a vehicle into the kill zone, and you have a great ambush. Place your second set of five in likely cover positions for when the squad bails out of the hummvee, and your ambush goes from great to excellent. Add in a squad of insurgents in cover positions augmenting your IED's, and the ambush reaches epic proportions.

Yes, the sapper kit requires some patience to use properly. No, the primary weapon is not ideal for firefights. No, the IED's will not kill armor. The kit is far from useless though, when used properly.
you need a couple of things before you can get those effects. it needs to be close to a cache which in a lot of instances are too far into a city like al basrah or they are too out in the open which means everyone around it is a very big obvious target. and everyone in proximity to the cache, not to mention the explosive itself, is an indicator to the cache's loaction. which can be very counter productive. it usually requires a few runs with the pickup to fully utalise all of the bombs. but when you do work it properly you are rewarded well.

i still dont have the tactic down.

Re: IED feedback

Posted: 2011-04-07 21:35
by PLODDITHANLEY
Or an SM who's managed to stop the ammo techie being used as a sniper taxi and actually run ammo to ambush points.

Re: IED feedback

Posted: 2011-04-07 21:48
by Stoickk
I honestly need to spend some more time doing research on how many ammo crates are required for a full set of IED's. I can tell you that for five arty IED's, counting the one that comes with the kit, you will need all three crates that the ammo techie holds.

And I agree completely, being a successful sapper does require some teamwork from your fellow insurgents. Then again, doesn't everything in PR? ;)

Re: IED feedback

Posted: 2011-04-07 22:49
by Nebsif
Stoickk wrote:Blabla..

..Yes, the sapper kit requires some patience to use properly. No, the primary weapon is not ideal for firefights. No, the IED's will not kill armor. The kit is far from useless though, when used properly.
Yesyes, I could also say that if I have lots of ammo crates I can put tons of nade traps and block an entire, strategical "map grid", with a friendly sq overlooking it and shootin enemies while they try to dodge the next nade trap.
But what are the odds for it really work/happen and not get screwed up by friendlies, enemy medics or just a loneguy that will pick u off while ure setting up the whole thing for 10 mins?
Many, manymanymany things in PR sound leet and tacticool in theory but there's a diff between stuff that really work and win and stuff that look/sound cool and fail.

Re: IED feedback

Posted: 2011-04-08 03:15
by Stealthgato
Goblin wrote:not to talk about the horrific rifle they have.
Stoickk wrote:No, the primary weapon is not ideal for firefights.
SKS is not ideal for firefights? Horrific rifle? Wtf? To me it's the most efficient small arm in the game, that thing is BEAST.

Re: IED feedback

Posted: 2011-04-08 03:31
by Stoickk
Nebsif wrote:Yesyes, I could also say that if I have lots of ammo crates I can put tons of nade traps and block an entire, strategical "map grid", with a friendly sq overlooking it and shootin enemies while they try to dodge the next nade trap.
But what are the odds for it really work/happen and not get screwed up by friendlies, enemy medics or just a loneguy that will pick u off while ure setting up the whole thing for 10 mins?
Many, manymanymany things in PR sound leet and tacticool in theory but there's a diff between stuff that really work and win and stuff that look/sound cool and fail.
Actually, no you can't. You are limited to four grenade traps per sapper.

The odds for successful IED ambushes are very good, with a little bit of planning. I have successful ambushes every round of insurgency that I play. Some are more successful than others, and involve varying degrees of complexity. I also play with at least a few clan mates in my squad the majority of the time. Having people that I am used to playing with, and who are all on the same sheet of music, helps quite a bit as well. That is one of the primary reasons I joined a clan.

I won't tell you that all of my ambushes are successful. I'm not perfect. This is far from a "tacticool" forum concept that falls apart in game however.

@Stealthgato
I didn't say it wasn't a good weapon, I said that it wasn't ideal for firefights. Against optics rifles, full auto and select fire, 30 round magazines and more, the SKS, although accurate and powerful, just is not in the same category for firepower. That being said, individual taste may vary. 8-)