Different types of IED's and countermeasures

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Sudano68
Posts: 54
Joined: 2007-11-04 15:01

Different types of IED's and countermeasures

Post by Sudano68 »

I've been to Afghanistan before and was just playing on the insurgency gametype. What if there were different types of IED's?

1.) Pressure plate IED - Enemy vehicle must drive directly on top of the IED to trigger it to go off.

A possible countermeasure for the other team could be rollers. The best thing would be is that you don't need to sit and wait with eyes on, you could place it and move on. This would be the hardest suggestion because it would require new models and textures. Although they don't really go on Humvee's, they can though, I have seen them in real life on them.

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2.) The command detonated IED. Already in the game, so maybe we could add a countermeasure.

The DUKE system. As you can see in the picture, the duke is the round pole antenna. It's purpose is to block certain frequencies such as detonators. It would be about a 30-50 meter radius around the vehicle. As long as the IED is within the 30-50 meter radius, it would block out the enemy detonation frequency. This would probably be the easiest thing to add because all you have to do is add that on top of the existing models.

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I think the IED's are a big part of the insurgency mode and I think it would be cool to see different types. This was just an idea I thought I'd share to possibly make this game even better. Please if this gets deleted, could a moderator tell me why, and at least what his opinion was?


So what do you guys think? I'd like to see some opinions even if it gets denied.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Different types of IED's and countermeasures

Post by badmojo420 »

Pressure plate IEDs are the landmines. But, I like the roller idea, perhaps an EOD vehicle could be added.
Xavo|xXx
Posts: 328
Joined: 2009-10-18 00:48

Re: Different types of IED's and countermeasures

Post by Xavo|xXx »

What is the point of IED's if the DUKE thing is implemented?
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Different types of IED's and countermeasures

Post by PLODDITHANLEY »

Well one DUKE only or maybe a 20m delayed spawn. Make squads take care of their humvee and encourage squads to assault together.

Duke needs one person in to be active - but god knows if that could be technically implemented or not.

The roller would seem IMHO to be too much work for not much.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Different types of IED's and countermeasures

Post by tankninja1 »

I like the idea of the extra EOD vehicle, might give BLUFOR a better reason to use engineer kit other than c4ing cashes
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Different types of IED's and countermeasures

Post by rushn »

tankninja1 wrote:I like the idea of the extra EOD vehicle, might give BLUFOR a better reason to use engineer kit other than c4ing cashes
and will be safer to roll right in the front door :)


will be interesting if the vehicle with the DUKE system can only be operable with an engineer kit
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Different types of IED's and countermeasures

Post by saXoni »

badmojo420 wrote:Pressure plate IEDs are the landmines.
Maybe exchange the AT-mines with pressure plates?
Xavo|xXx wrote:What is the point of IED's if the DUKE thing is implemented?
I'm guessing there won't be more than one or two DUKEs per map if they enter the mod. This means there will still be plenty of targets to kill.
spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: Different types of IED's and countermeasures

Post by spiked_rye »

I think this is a really good suggestion. Deffinaltey would support a DUKE system that opperates if there is an engi in the 2nd seat of the hummer. Infact, it would be really good if it was limited to one or two per map (with an increase in arty IED kits), and there were only two seats in the DUKE hummer, so BLUEFOR have to move in convoys.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Different types of IED's and countermeasures

Post by dtacs »

So this DUKE system would negate a good ambush by making it impossible to blow up the vehicle with IED's? I don't support something that makes one of the Insurgents' main weapons pointless. A roller would make no sense since you can actually see the mines in PR. Squads with these vehicles would be able to go around with impunity, only having to worry about RPG's.

This suggestion wasn't supposed to be made public either, its BLUFOR equipment. There are MA's with knowledge of these and surely would've discussed this with the gameplay managers.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Different types of IED's and countermeasures

Post by Pvt.LHeureux »

Cool to have [R-MOD]dtacs on the field!
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Arnoldio
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Re: Different types of IED's and countermeasures

Post by Arnoldio »

Ive put down some sense-mkaing suggestions in the past, yet it seems that silly stuff like thiss goes through lol...
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Different types of IED's and countermeasures

Post by PLODDITHANLEY »

Don't think its silly arnoldio, certainly less silly then C4ing caches through walls.

1 Duke Humvee on a 20min spawn would need alot of teamwork so all the units would attack together.

Very easy for the ins to destroy with RPG's and small arms fire, then imagine the panic from Blufor

One guy in the gun to keep the DUKE system active like in the picture.

Easy to model
No idea if would be easy to have a range in which IED's didn't work

A fun new dimension to blufor on insurgent I would've thought.

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Some other fun stuff in there too.
Last edited by PLODDITHANLEY on 2012-04-29 16:44, edited 1 time in total.
spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: Different types of IED's and countermeasures

Post by spiked_rye »

dtacs wrote:So this DUKE system would negate a good ambush by making it impossible to blow up the vehicle with IED's? I don't support something that makes one of the Insurgents' main weapons pointless. Squads with these vehicles would be able to go around with impunity, only having to worry about RPG's.
Well, just for my two cents worth, if you add in more IED kits, you can make it more difficult for bluefor to move without duke protection. Then it is just a matter of coordinating an ambush with an RPG to take out the duke, and IED's to knock out everything else. If you make them none respawning assets, or just one per map with a long re-spawn it could be balanced. Though I do agree it would have to be implemented very carefully to avoid de-stabalising the insurgancy mode.

However, this is project reality, and bomb disposal is a very important part of modern conflicts. This has some potential to be quite interesting, it'd alow engineers to get close enough to IEDs to dissarm them, for example. If more IED kits were fielded, this could mean that dissarming bombs on the main routes could be a major part of gameplay, with a dedicated bomb squad to escort convoys, and dissarm IEDs, all under heavy fire.

Ofcourse, you could be quite right, and it could just make the insurgents most potent weapon impotent. (Though that said, if the insurgents ever get the rocket and heavy technicals people were talking about, this could be an interesting counterpoint?)
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Different types of IED's and countermeasures

Post by dtacs »

Pvt.LHeureux wrote:Cool to have [R-MOD]dtacs on the field!
Well if shit like this gets through the filters why are other legit topics of discussion such as the TUSK not? Remove suggestion moderation or institute it with an iron fist.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Different types of IED's and countermeasures

Post by PLODDITHANLEY »

Well IMHO TUSK would make the tanks very powerful perhaps OP.

Whereas DUKE is a defensive tool that IMHO would encourage teamwork and tactics.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Different types of IED's and countermeasures

Post by Arnoldio »

Or maybe having TUSK tanks, would encourage the other team to use teamwork to take them down?
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SuperHornet
Posts: 206
Joined: 2011-10-01 17:28

Re: Different types of IED's and countermeasures

Post by SuperHornet »

The M1A2 Tusk is already in the game on Karbala. The only thing separating it from being a complete Tusk is a CROWS.
CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: Different types of IED's and countermeasures

Post by CommunistComma »

Having a vehicle that disables IEDs would make convoys feasible. Convoys are freakin badass.

So from an immersion perspective, this is good. There's still RPGs and vbied's.
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Different types of IED's and countermeasures

Post by rushn »

besides you can just take out the DUKE vehicle if need be

and the DUKE system does not prevent all explosives
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