Remove the arming time on rifleman's AP detonator

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Lugi
Posts: 590
Joined: 2010-10-15 21:36

Remove the arming time on rifleman's AP detonator

Post by Lugi »

As we know, rifleman AP is the least used kit ingame (except in some Russian insurgency maps, in where it comes with a scoped rifle). So a small change that would make it a bit more viable would be to remove the arming time on the detonator.
In before someone says real detonators have such arming time - in real life you can arm the detonator and just set it aside and use it immediately when needed, in PR you cannot.
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: Remove the arming time on rifleman's AP detonator

Post by bahiakof »

The Rifleman AP (conventional faction) kit is useless. It would be best if it were activated by wire, or if you had the option to choose both modes: Wire or Remote (the reality is like this).
Image
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Remove the arming time on rifleman's AP detonator

Post by Heavy Death »

I agree, the "arming" time can easily be removed for gameplay, maybe to counteract, add some seconds to the deployment of claymore. It would represent the dug in defense better IMO.

Wire operated is kinda meh. Reminds me of the BF2 claymores on the top of the ladders. :D
Spitfire1.2
Posts: 23
Joined: 2015-04-09 14:24

Re: Remove the arming time on rifleman's AP detonator

Post by Spitfire1.2 »

I up for wired claymores, maybe one remote operated mine and one "victim-operated"?
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: Remove the arming time on rifleman's AP detonator

Post by Jabil_One »

landmines or mines in generally, that arent remote detonated are banned from conventional methods of warfare.
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Re: Remove the arming time on rifleman's AP detonator

Post by LEGIYA »

bahiakof wrote:The Rifleman AP (conventional faction) kit is useless. It would be best if it were activated by wire, or if you had the option to choose both modes: Wire or Remote (the reality is like this).
I played on Fools Road,theres a hospital building that has underground part on Estate which is pretty hard to go through when nmy is camping there.
Soultion,place ap mine at the very edge(so it falls down) activate it and clears all nmies.
Pretty cool use of it :D
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: Remove the arming time on rifleman's AP detonator

Post by FFG »

I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: Remove the arming time on rifleman's AP detonator

Post by Lugi »

FFG wrote:I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
Yup, all those PR videos on youtube and only one showing killing someone with claymore, and the kill is just for lulz. Sums the effectiveness of rifleman AP just about right.

In my 7 years of playing PR I've seen this kit being used once































to teamkill 15+ friendlies at the carrier on Muttrah
Hunter291
Posts: 73
Joined: 2015-06-01 21:43

Re: Remove the arming time on rifleman's AP detonator

Post by Hunter291 »

ever played ins?
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: Remove the arming time on rifleman's AP detonator

Post by QuickLoad »

of the few times(maybe 7) that i've ordered a guy to use rifleman AP or used AP myself is:

1. scoped rifle like many have said, can be used as an offensive marksman who can figh effectively close quarters, and when they're compromised they can set up defenses within seconds and inflict many casulties.

2. defensively used on a long chokepoint(like a hallway or a gap in a fence) that couldn't be holed up already.

I had a really far forward superFOB on muttrah city, wired everything up but left a hole that had zig-zagging barbed wire(you'd have to run through 3 layers in order to get in), at the end I put a claymore and multiple tripwires inside of those 3 wires, so any hostiles running in would not only have to get through 3 layers(would take a good 4 seconds) but also attract enough attention where one could detonate the claymore.

well, the MEC soldiers never came in and we moved out a couple minutes later.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Remove the arming time on rifleman's AP detonator

Post by Jacksonez__ »

Very niche kit. I'd rather use AR/MG/HMG for chokepoints :roll: I remember that devs were about to add RPG-7 with thermobaric warhead to russian ap-rifleman kit?
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Remove the arming time on rifleman's AP detonator

Post by DogACTUAL »

Thermobaric warhead (and fragmentation warhead) were put on ice.
Last edited by DogACTUAL on 2017-09-26 09:43, edited 2 times in total.
inb4banned
Posts: 234
Joined: 2015-02-20 10:48

Re: Remove the arming time on rifleman's AP detonator

Post by inb4banned »

FFG wrote:I mean, claymores are really strong, they have a super large blast radius. When they are used right they can be really powerful. I think making them easier will make them a pain in the *** to deal with for everyone.
e.g.
5x the effort for a single kill...
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Remove the arming time on rifleman's AP detonator

Post by Vista »

IMO the most fair way of making the kit balanced/useful is by making the claymores detonate automatically when people walk closely in front of them, but make the kit's avalability the same as a HAT or Sniper.

Also limit the maximum of claymores you can deploy by 2.
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Remove the arming time on rifleman's AP detonator

Post by M42 Zwilling »

inb4banned wrote:5x the effort for a single kill...
That was at least 2-3 kills. I was setting it up to kill the squad on the other side of the riverbed when one happened to run up to my bush, but I heard at least one more scream and die on the other side. The blast range makes them pretty hilarious on Ia Drang. They ignore the foliage and can delete a bunch players hiding in a section of bushes at once.
Image


"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: Remove the arming time on rifleman's AP detonator

Post by fecht_niko »

[R-DEV]M42 Zwilling wrote:That was at least 2-3 kills. I was setting it up to kill the squad on the other side of the riverbed when one happened to run up to my bush, but I heard at least one more scream and die on the other side. The blast range makes them pretty hilarious on Ia Drang. They ignore the foliage and can delete a bunch players hiding in a section of bushes at once.
I'm pretty sure that your M14 was way more OP than this 1-2kills...

Looking forward to some: "Hello this is FFG/Zwilling and today I'll show you how to" vids.

Cheers,

The Chicken
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Remove the arming time on rifleman's AP detonator

Post by M42 Zwilling »

fecht_niko wrote:Looking forward to some: "Hello this is FFG/Zwilling and today I'll show you how to" vids.
Glad to hear it, maybe we could even do a collab so you can show us how to win a tournament
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Remove the arming time on rifleman's AP detonator

Post by Vista »

[R-DEV]M42 Zwilling wrote:Glad to hear it, maybe we could even do a collab so you can show us how to win a tournament
But to do a collab you need to get the balls to participate first
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Remove the arming time on rifleman's AP detonator

Post by M42 Zwilling »

Vista wrote:But to do a collab you need to get the balls to participate first
Nah, TZ doesn't have fun unless we're winning, so there's no point until you teach us how to git gud. We try not to overstate ourselves when we don't have the skill to back it up, that can be pretty embarrassing
Image


"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Remove the arming time on rifleman's AP detonator

Post by Vista »

Vista wrote:IMO the most fair way of making the kit balanced/useful is by making the claymores detonate automatically when people walk closely in front of them, but make the kit's avalability the same as a HAT or Sniper.

Also limit the maximum of claymores you can deploy by 2.
Any thoughts on this? I think it's a fair proposition.
[R-DEV]M42 Zwilling wrote:Nah, TZ doesn't have fun unless we're winning, so there's no point until you teach us how to git gud. We try not to overstate ourselves when we don't have the skill to back it up, that can be pretty embarrassing
Thanks for being honest, I apprectiate it.
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