v1.2 Engineer kits & explosives
Posted: 2014-06-24 21:20
Iv been thinking to make thread about the engineer kits and explosives generally for a while, since ambushing, mining and blowing up stuff has been my favorite thing to do in pr. The feedback is mainly aimed towards the uncoventional factions like ins/chins/taliban/hamas.
Artyied and the replacement ieds
Since 1.0, the old artillery-IED was removed from the unconventional factions (Insurgents got it back in 1.2). The new IED's that replaced the Arty-IED as Anti-Vehicle-IED are the mine-IED and the TNT-IED.
Taking away the most powerful tool from the unconventional factions, gave the blufor the chance to roam around pretty much everywhere they wanted. When the meinsurgents got the Arty-IED back, a skillfull guy could blow more stuff than ever before since the BluFor's fear of IED's has been reduced to zero in the previous versions.
The Mine/Mortar IED are just not capable to fulfill the role of the Arty-IED as an area-denial weapon for neither Inf or vehicles.
Bradley and aavp 20m away of the 1 artillery ied.

Result: both apc's black smoking. 2 of the ieds would have done the job.
2 Logistical trucks 20m away of mine ied. No trucks were harmed during the experiment.

Since the IED's are intended for ambushing, you need to be able to hide them up as best as you can using the terrain itself. The new IED's are using the dirt model to cover it up. Unfortunately the model is prety easy to see, even when placed on dirt typed terrain. It also killed the the use of imagination in the ambushes. Puting IED's on the railings, gates or even on trash for diferent kind of impacts is not possible anymore because of the dirt model.
Since mine-IED's instakill radius for example Lav-25 is 6m on highest its prety easy to go around. Arty-IED's instakill range for lav-25 is around 20m
(There is 2 arty-IED's hidden in 5m away of the lav-25 and the camera man on 2nd picture on the road. Where would you put mine-IED that the skilled crewman is not able to see it)



Chinsurgent/Hamas/Taliban/syrian engineer kits
Primary engineer kit for factions above gets the tnt-based IED's. Both of the tnt based IED's instakill radius for INF are 10m and the safearea from the IED is 15m. For apc's you need 2 box sized tnt's to blow it up right next to it and the stick tnt sized needs even more. I cant see any reason to choose it over the alternative kit with mortar/mine ied since they just offer two kinds of weaker ied's with same dirt model.
Since 1.0 fobs needs c4/tnt to collapse, all the blufor engineer kits gets 5 small c4's to do the job. Unconventional factions engineer kits doesen't get the small time delayed dynamites to counter the blufor's fobs.
As far as i know bf2 engine only allows you to have 9 slots for equipment. For the factions above the stone markings are taking one of the precious slots. The stone marking, as good as it might work in irl doesent work in pr. Using stonemarks to mark your IED's are just useles. The terrain and the 3d marker up to 66m is doing the job better. Since friendlies cant run over your ied's there is no point to mark it for yourself aswel. Marking mines with the stone marker is giving your mine locations away. You can place 6 stone marks, but you can place 30mines per kit.
The watercontainer ied is briliant mine for anti-personal purposes, since you can place 30 of them aswel per kit. But against armored vehicles it takes twice as much to kill them compared to m15/tm62 at-mine. Chinsurgents, hamas and the taliban cant give same kind of at-mine threat to blufor like they used to be with the old mines. Apc's, tank's and even sometimes the uparmored hmmw are able to take two watercontainer ied's before blowing up.
It takes twice as much ammo, time and the patience to make plausible at-minefield threat against blufor.
TLDR:
-Dirt model of the IED's are making effective ambushing harder.
-Mine IED needs bigger radious to be effective threat since its easy to spot.
-Tnt based IED's are not effective neither blowing assets or inf
-Stone markers are useles and should be replaced with small dynamite to blow fobs or binocs.
-Unconventional factions are lacking of proper at-mines.
-Unconventional engineers needs artillery IED back to counter dominating blufor armor.
Quite big wall of text, never wrote so much in any forum ever.
Artyied and the replacement ieds
Since 1.0, the old artillery-IED was removed from the unconventional factions (Insurgents got it back in 1.2). The new IED's that replaced the Arty-IED as Anti-Vehicle-IED are the mine-IED and the TNT-IED.
Taking away the most powerful tool from the unconventional factions, gave the blufor the chance to roam around pretty much everywhere they wanted. When the meinsurgents got the Arty-IED back, a skillfull guy could blow more stuff than ever before since the BluFor's fear of IED's has been reduced to zero in the previous versions.
The Mine/Mortar IED are just not capable to fulfill the role of the Arty-IED as an area-denial weapon for neither Inf or vehicles.
Bradley and aavp 20m away of the 1 artillery ied.

Result: both apc's black smoking. 2 of the ieds would have done the job.
2 Logistical trucks 20m away of mine ied. No trucks were harmed during the experiment.

Since the IED's are intended for ambushing, you need to be able to hide them up as best as you can using the terrain itself. The new IED's are using the dirt model to cover it up. Unfortunately the model is prety easy to see, even when placed on dirt typed terrain. It also killed the the use of imagination in the ambushes. Puting IED's on the railings, gates or even on trash for diferent kind of impacts is not possible anymore because of the dirt model.
Since mine-IED's instakill radius for example Lav-25 is 6m on highest its prety easy to go around. Arty-IED's instakill range for lav-25 is around 20m
(There is 2 arty-IED's hidden in 5m away of the lav-25 and the camera man on 2nd picture on the road. Where would you put mine-IED that the skilled crewman is not able to see it)



Chinsurgent/Hamas/Taliban/syrian engineer kits
Primary engineer kit for factions above gets the tnt-based IED's. Both of the tnt based IED's instakill radius for INF are 10m and the safearea from the IED is 15m. For apc's you need 2 box sized tnt's to blow it up right next to it and the stick tnt sized needs even more. I cant see any reason to choose it over the alternative kit with mortar/mine ied since they just offer two kinds of weaker ied's with same dirt model.
Since 1.0 fobs needs c4/tnt to collapse, all the blufor engineer kits gets 5 small c4's to do the job. Unconventional factions engineer kits doesen't get the small time delayed dynamites to counter the blufor's fobs.
As far as i know bf2 engine only allows you to have 9 slots for equipment. For the factions above the stone markings are taking one of the precious slots. The stone marking, as good as it might work in irl doesent work in pr. Using stonemarks to mark your IED's are just useles. The terrain and the 3d marker up to 66m is doing the job better. Since friendlies cant run over your ied's there is no point to mark it for yourself aswel. Marking mines with the stone marker is giving your mine locations away. You can place 6 stone marks, but you can place 30mines per kit.
The watercontainer ied is briliant mine for anti-personal purposes, since you can place 30 of them aswel per kit. But against armored vehicles it takes twice as much to kill them compared to m15/tm62 at-mine. Chinsurgents, hamas and the taliban cant give same kind of at-mine threat to blufor like they used to be with the old mines. Apc's, tank's and even sometimes the uparmored hmmw are able to take two watercontainer ied's before blowing up.
It takes twice as much ammo, time and the patience to make plausible at-minefield threat against blufor.
TLDR:
-Dirt model of the IED's are making effective ambushing harder.
-Mine IED needs bigger radious to be effective threat since its easy to spot.
-Tnt based IED's are not effective neither blowing assets or inf
-Stone markers are useles and should be replaced with small dynamite to blow fobs or binocs.
-Unconventional factions are lacking of proper at-mines.
-Unconventional engineers needs artillery IED back to counter dominating blufor armor.
Quite big wall of text, never wrote so much in any forum ever.