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IED discrepancy
Posted: 2013-10-04 02:45
by granderslice
So I planted a "Mine IED" in the proximity (around a corner and 20 meters North) of a cache, which I always did with the pipe bombs (miss those) and waited for enemy to walk over it. I was on a building looking at an enemy squad (4-5 enemy) walk, literally, right over the mine and I triggered it. The ensuing explosion sent 2 in the air (which they survived the landing) and the others being pitched in various directions (they survived as well). This explosion was way too weak, ineffective and cost the team that cache.
Next I tried the "Mortar IED" and made sure I gave plenty of berth away from the cache (2 keypads) as to not destroy the cache. Since none of the kill radii are noted in the manual, I wanted to play it on the safe side. Sure enough when enemy approached, I triggered the Mortar IED and killed the cache, 3 friendlies, and 4 enemy. This explosion was way too powerful. But then I have triggered Mortar IEDs under vehicles with no (as in zero) effect.
Both sets of IEDs are inconsistent, unreliable, and lose their intended effect.
Either please make the Mortar IED less powerful, the mine IED more powerful, or bring back the pipe bombs.
The "Victim Activated" pressure IED is extremely effective, entirely predictable, and very powerful. BUT - players are generally not aware of what its effectiveness is and where to properly place them and usually result in friendlies walking over them, since being a "Marked Mine" doesn't show up on player HUD (since there isn't one) not in a vehicle.
Re: IED discrepancy
Posted: 2013-10-04 03:46
by Takeda
granderslice wrote:
Next I tried the "Mortar IED" and made sure I gave plenty of berth away from the cache (2 keypads) as to not destroy the cache. Since none of the kill radii are noted in the manual, I wanted to play it on the safe side. Sure enough when enemy approached, I triggered the Mortar IED and killed the cache, 3 friendlies, and 4 enemy. This explosion was way too powerful. But then I have triggered Mortar IEDs under vehicles with no (as in zero) effect.
If cache was inside building -> its bug, as a Dev said that there will be no more destroying caches behind walls.
granderslice wrote:
Either please make the Mortar IED less powerful, the mine IED more powerful, or bring back the pipe bombs.
The "Victim Activated" pressure IED is extremely effective, entirely predictable, and very powerful. BUT - players are generally not aware of what its effectiveness is and where to properly place them and usually result in friendlies walking over them, since being a "Marked Mine" doesn't show up on player HUD (since there isn't one) not in a vehicle.
Next time plant em' a bit further. They are good just as they are.
Re: IED discrepancy
Posted: 2013-10-04 20:00
by dysin
mine ied's are effective against all vehicles to some degree, but have a very confined radius. imagine the classic arty ied with far less impact against infantry and cut it's impact radius by 1/2. i've seen hmmv's fly through a string of 4 of these without taking visible damage, and this was less than 40m. i'd say that this functions most like an efp. you need to be precise.
mine ieds are also effective against emplacements. they can level a fob in one shot, where the mortar ied seems to do little to nothing against the same target.
mortar ied's are effective against infantry and light skinned vehicles, with a much larger radius (seemingly). imagine a classic arty ied, but without the ability to drop an apc or tank. treat them the same way you would with an arty ied around the caches.
the pipebomb is sorely missed. much easier to conceal, far more effective in urban settings, command detonated and two independent strings. the ideal anti-personnel layout.
the pressure-plate performs perfectly, however. i've had a lot of success with this new type in particular. it suffers the same 3tk:1kill ratio as the frag trap in urban settings, but it does a great job at route sapping. probably better then our beloved at-mine, actually.
Re: IED discrepancy
Posted: 2013-10-06 00:21
by granderslice
Takeda wrote:If cache was inside building -> its bug, as a Dev said that there will be no more destroying caches behind walls.
Next time plant em' a bit further. They are good just as they are.
The C4 will not destroy a cache from behind a wall, but the Mortar IED does, has and will. I have accidentally destroyed a cache through a house. It is not a bug, it is too powerful an explosion. Period. In general, the IEDs are flawed, unpredictable and ineffective compared to the explosives in .98.
BTW - what is "a bit further"? 50 meters? 100 meters? Too far away and they lose their cache defense purpose, too near and the IEDs destroy the cache. I'm afraid its a lose/lose scenario now for IEDs.
Re: IED discrepancy
Posted: 2013-10-06 00:46
by K4on
Basically what dysin said.
Takeda wrote:its bug, as a Dev said that there will be no more destroying caches behind walls.
where ?
First, I am sure you are talking that the statement was about the C4. Secondly, one C4 charge (regardelss if small/large) does not blow through walls. That its correct.
And yes, IEDs can still kill caches aswell. Would be epic if a cache was full of IEDs with some guy waiting at the other end of the city with his trigger, waiting that bluefor troops enter the building to blow them all but not destroying his own cache.
I am afraid, find a working solution which stops BF2 explosions from damaging destroyable objects through walls and you help PR alot. Really. We tried so much already. -> Drop me a PM.
mine ieds are also effective against emplacements. they can level a fob in one shot, where the mortar ied seems to do little to nothing against the same target.
fixed for next version already.
In general, one IED (doesn't matter which) can't kill a cache alone, there are more explosions needed.
But if everyone blows up his IEDs, the damage will be added and added until the critical point of the cache has been reached.
Slight fixes were already here taken as well. Wait for the next version.