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Different types of IED's and countermeasures
Posted: 2012-04-24 19:49
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.
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.
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.
Re: Different types of IED's and countermeasures
Posted: 2012-04-28 04:19
by badmojo420
Pressure plate IEDs are the landmines. But, I like the roller idea, perhaps an EOD vehicle could be added.
Re: Different types of IED's and countermeasures
Posted: 2012-04-28 05:42
by Xavo|xXx
What is the point of IED's if the DUKE thing is implemented?
Re: Different types of IED's and countermeasures
Posted: 2012-04-28 07:28
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.
Re: Different types of IED's and countermeasures
Posted: 2012-04-28 13:15
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
Re: Different types of IED's and countermeasures
Posted: 2012-04-28 18:28
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
Re: Different types of IED's and countermeasures
Posted: 2012-04-28 23:53
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.
Re: Different types of IED's and countermeasures
Posted: 2012-04-29 13:43
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.
Re: Different types of IED's and countermeasures
Posted: 2012-04-29 14:09
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.
Re: Different types of IED's and countermeasures
Posted: 2012-04-29 14:53
by Pvt.LHeureux
Cool to have [R-MOD]dtacs on the field!
Re: Different types of IED's and countermeasures
Posted: 2012-04-29 14:59
by Arnoldio
Ive put down some sense-mkaing suggestions in the past, yet it seems that silly stuff like thiss goes through lol...
Re: Different types of IED's and countermeasures
Posted: 2012-04-29 16:31
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.
PDF sales catalogue
Some other fun stuff in there too.
Re: Different types of IED's and countermeasures
Posted: 2012-04-29 17:25
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?)
Re: Different types of IED's and countermeasures
Posted: 2012-04-30 11:21
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.
Re: Different types of IED's and countermeasures
Posted: 2012-04-30 14:27
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.
Re: Different types of IED's and countermeasures
Posted: 2012-04-30 15:43
by Arnoldio
Or maybe having TUSK tanks, would encourage the other team to use teamwork to take them down?
Re: Different types of IED's and countermeasures
Posted: 2012-04-30 19:28
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.
Re: Different types of IED's and countermeasures
Posted: 2012-04-30 19:32
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.
Re: Different types of IED's and countermeasures
Posted: 2012-05-01 18:41
by rushn
besides you can just take out the DUKE vehicle if need be
and the DUKE system does not prevent all explosives