Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-18 12:20
by Raklodder
Howdy all,
while playing as a sapper yesterday for several hours, I started to wonder why or if they did actually remove the artillery and grenade traps for the latest BETA and future PR v1.0? If this is the case and it's all about them (three rocks and water containers) the game have surely lost a few points in what I would consider to be the fun factor; which of course is relative, but for which is still a key factor why I keep playing this mod instead of today's pathetic and rather easy first-person-shooters, some even with an auto-aim feature, so please do enlighten me if I'm a bit slow or lack the latest news and information, but clearly a complete removal of grenade-traps and artillery IEDs are bad?
Kind regards
Raklodder
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-18 14:29
by labonte95
yeah. i was wondering why they took it out too. i love being a sapper.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-18 18:08
by MADsqirrel
I tested the ARF engineer in 1.0 a bit and if you dont know, he has:
A mortar IED, big Radio controled IED (the yellow TNT pack for bridges and stuff) another IED, called also Radio controled IED looking like a a bigger Pipe bomb and the pressure plate IED (water container) which is basicely a mine (against vehicles AND Inf).
Not sure what the rifleman AP has but i think it was only clymores.
The mortar IEDs are similar to Arty IEDs but only against inf.
I doubt they will remove the arty IED on Iraqi INS maps and i guess they will keep the sapper for those maps too.
Grenade traps on the other side cause more TKs then kills so they should be removed IMO.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-19 00:34
by Raklodder
MADsqirrel wrote:Grenade traps on the other side cause more TKs then kills so they should be removed IMO.
They should not be removed; in fact when you mark them as a mine (this feature should be added for all traps) on your tactical map all there's to it is for people to actually pay attention to their surrounding, traps, markers and finally understand that there are dangers in wars, domestic and foreign.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-19 02:45
by Chaosfox_[434th]
just because you mark it doesn't mean ppl will see it. I mark my mines and traps all the time and members of my own team still trigger them anyway. I even announce over team that the traps or mines are where they are and yet most of the kills from them are tk's so raklodder your point of that marking them will lead to ppl paying attention to the fact that they are there is a mute point
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-19 06:47
by camo
I think they should remove the punish ability from grenade traps and such, i know you don't like being briefly dead and that it "so terribly" annoying to be killed but the punishing for people thinking ahead and setting up a trap that you walked into is not deserving.
P.S not talking about any of ^^^you guys just so you know.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-19 08:48
by Adalaxy
Most people who die from nade traps are people rushing into the cache for ammo. All the while the Local sapper is calling out "Trip mines! check your map!" at that point its all Down Darwin Hill.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-19 09:02
by DesmoLocke
You're supposed to trap likely avenues of approach by the enemy.
Setting a trap so close to the cache is just asking for TKs and hinders the re-arming efforts of friendlies with RPGs, AA's, etc.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-19 11:28
by Raklodder
DesmoLocke wrote:Setting a trap so close to the cache is just asking for TKs and hinders the re-arming efforts of friendlies with RPGs, AA's, etc.
I had to do it quick on a public server, picked the closest spot and then record my minor demonstration.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-19 12:23
by Thargret_matcher
DesmoLocke wrote:You're supposed to trap likely avenues of approach by the enemy.
Setting a trap so close to the cache is just asking for TKs and hinders the re-arming efforts of friendlies with RPGs, AA's, etc.
When the cache is unspawnable, and theres less than 5 people within voice proximity I dont have a problem with Trapping the cache, it gives time for those respawning else where to make it back before someone rushes in and burns the cache.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-21 07:54
by Pvt.LHeureux
Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-21 12:58
by Raklodder
Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
That's not a bad idea, sir! If only the DEVs could take your advise into consideration for v1.0!
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-21 13:52
by Trooper909
Another good thing removed because people are stupid.Just make it so friendly players cant trigger grenade traps...
you could argue that irl other insurgents will know the locations of them by heart and simply step over them.
Or if you like the gameplay argument.insurgents need every tool they can get to combat the tanks,attack helo's,apc's,extra powerful infantry weapons etc to be balanced and removing yet another advantage of the faction will make them more cannon fodder then they already are.
Could just keep it how it was its not like the life of one stupid insurgent makes you lose tickets in turn the game.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-21 16:11
by KillJoy[Fr]
Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
Most of the people who run over mines is because of the speeding and non-checking the map, i'm not sure a 5meter would help for that, except for the buried mine.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-22 00:53
by labonte95
Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
+1
this would defiantly reduce the friendly casualties caused by grenade traps. I'm guessing IRL insurgents would know the location of their own traps and know not to step on them. No matter how many times you yell in local chat that there are mines in the area, people still always set them off so i say this is a good idea. if you can see the grenade trap before you walk through a door way or through an alleyway, obviously you wont run straight over it.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-22 01:46
by Arab
Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
+1 for that idea.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-22 04:33
by doop-de-doo
Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
OT but...that should be given only to combat engies IMHO.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-22 11:32
by Raklodder
doop-de-doo wrote:OT but...that should be given only to combat engies IMHO.
I just watched one of them awesome videos made by K4on himself, and surely this is why we or rather you (DEVs) should keep them grenade traps; if I understand he's message completely this is something that all soldiers would be able to do with their shovels, in case of an emergency (finding an enemy friendly grenade-trap) and defusing it.
Re: Insurgent Sapper Issue (please keep the artillery and grenade-traps)
Posted: 2013-07-22 22:50
by waldov
Pvt.LHeureux wrote:Adding a 5m 3D HUD icon for friendly mines would be way better to be honest. Like in FH2.
+1 IRL insurgents would be briefed/warned of the location of booby traps and IEDs anyway.