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IED tweaks
Posted: 2013-08-06 19:41
by Trooper909
I have put this in the infantry feedback section also as it fits both.
2 Issue I can see thus far.
1:The anti vehicle water bottle IED is actually anti infantry and not even triggered by vehicles witch is confusing many.So many times you see players putting this IED in the middle of a road because they think it will damage vehicles.This has a side issue of none avoiding IED's on roads because they assume its a AV mine or remote IED which leads me to issue 2.
2 :O nce an IED is placed other players cannot identify what kind it is.Can I safely run/drive over this pile of dirt?who knows.
The suggestions are obvious.
1:change the water bottle Anti infantry IED to a name that fits its role.
2:Have small differences between each IED once placed.
I suggest,anti infantry be brown as it will most likely be placed off road.
Anti vehicle be grey as it will most likely be placed on roads.
Remote detonated be yellow(ish).
Re: IED tweaks
Posted: 2013-08-06 22:21
by Rhino
The Water Container VOIED is in fact both triggered by Infantry, and Vehicles although will only destroy light vehicles, doing only a bit of damage to heavy ones (APCs will be smoking after being hit by one).
But your right the selection icon dose need to be changed, the guy who made it thought it was originally only for vehicles but its in fact for both.
And ye, having differences between each is an idea, got any suggestions on the differences however? Only thing I can think of is possibly having part of the IED sticking out of the dirt a little for some but ye, would look a little crappy

Re: IED tweaks
Posted: 2013-08-06 22:37
by Kevokpo
people should look more at the map, the icon is not the problem, because that icon represents a mine and can also tell you that there are boobytraps
Re: IED tweaks
Posted: 2013-08-06 22:51
by Trooper909
[R-DEV]Rhino wrote:stuff
I can confirm the water bottle IED is not triggered by vehicles.I tested it on a local server to see how they worked.Unless its some freak bug that happened at the time.Will re test shortly.
Maybe I should of wrote my suggestion part more clearly..The Dirt pile of the IED could be these colours.
Anti infantry be brown as it will most likely be placed off road.
Anti vehicle be grey as it will most likely be placed on roads.
Remote detonated be yellow(ish).
Thanx for listening Rhino.
Re: IED tweaks
Posted: 2013-08-06 22:57
by Rhino
Right I've fixed up the selection icon
Trooper909 wrote:I can confirm the water bottle IED is not triggered by vehicles.I tested it on a local server to see how they worked.Unless its some freak bug that happened at the time.
Will have to test it but it is meant to be triggered by both, was in the open beta and don't think anyone has changed.
Trooper909 wrote:Maybe I should of wrote my suggestion part more clearly..The Dirt pile of the IED could be these colours.
Anti infantry be brown as it will most likely be placed off road.
Anti vehicle be grey as it will most likely be placed on roads.
Remote detonated be yellow(ish).
Different colours isn't a very good option as that's three sets of textures, where currently its using the deploy dirt texture which on some maps is tweaked to fit the map terrain colour more.
It would need to be something other than colour for both performance and also making it not stand out too much.
Re: IED tweaks
Posted: 2013-08-06 23:09
by Trooper909
Hmm the "vehicle" IED does get set by vehicles but its actually surprisingly hard to trigger it.Took about four passes before it actually went off.
Ah didn't think it would be awkward to have different colours.Can't really think of anything else that wouldn't make them stand out to much to be honest.Unless you could re model each one to have a different piece of random trash somewhere on it or something.
Re: IED tweaks
Posted: 2013-08-06 23:22
by Rhino
Trooper909 wrote:Hmm the "vehicle" IED does get set by vehicles but its actually surprisingly hard to trigger it.Took about four passes before it actually went off.
Ye, just tested it myself and isn't being triggered easily by vehicles for some reason, was before...
Re: IED tweaks
Posted: 2013-08-06 23:55
by ryan d ale
[R-DEV]Rhino wrote:Ye, just tested it myself and isn't being triggered easily by vehicles for some reason, was before...
It's good that the issue is known for now or being investigated.
Re: IED tweaks
Posted: 2013-08-07 00:05
by Rhino
Right had a quick look at the code and we think its down to the very small, 1m "detection radius" of the IED that is making it not always destroying road vehicles unless they go pretty much directly over it, which tbh isn't too bad a thing. We don't want to increase the detection radius any more since doing that would mean it would be triggered by players who where no where near it, which is already bad enough as it is in its current state, so just going to keep it as it is for now as these pressure plates don't always work in r/l too

Re: IED tweaks
Posted: 2013-08-07 00:34
by a3dboy1
[R-DEV]Rhino wrote:Right had a quick look at the code and we think its down to the very small, 1m "detection radius" of the IED that is making it not always destroying road vehicles unless they go pretty much directly over it, which tbh isn't too bad a thing. We don't want to increase the detection radius any more since doing that would mean it would be triggered by players who where no where near it, which is already bad enough as it is in its current state, so just going to keep it as it is for now as these pressure plates don't always work in r/l too
Did I read it well? Random triggering? Holy mama!!!! This is really cool feature
