Mine/IED system is broken
Posted: 2018-04-17 08:43
I don't think its even up for disputable anymore, sappers and engineers are unfairly punished for others mistakes. Insurgency mode suffers the greatest from the current system of solely punishing people for deploying mines. There's usually enough communication and teamwork to circumvent mishaps in AAS rounds but in Insurgency layers, in particular layers with the Iraqi Insurgents its total chaos 80% of the time as far as using IED's go.
What should be an essential aspect of OPFOR defense in Insurgency maps ends up more often than not being counter productive, resulting in dozens of team kills, destroying valuable transports and assets and creating general frustration for OPFOR more than it damages the Blufor team. However the burden of guilt for teamkills as a result of IED's falls far more upon careless "hey but it doesn't cost tickets" insurgent players rather than the IED planters themselves.
Its unfortunate because when IED deployment does work its great for game play and immersion, not many things in PR are more suspenseful than clearing a heavily mined suburb in Fallujah with your squad or as rewarding as seeing a small convoy or a bunch of squads fall into your trap of command and pressure detonated IED's.
At the very least punishing people who walk over mines as well as the planter will at-least make both side equally respectful of both the utility and danger that comes with mines, but as it stands only the planters have any incentive to respect the use of mines which simply doesn't work when no one else in the team shares an equal incentive to work around and alongside mines and IED's. The only other alternative I can think of, and it hurts me to say, but bringing back the warning signs from vanilla BF2 would make IEDs and mines really work for Insurgent teams, an advantage they desperately need in a game-mode where they've generally been getting decimated in for some time now.
What should be an essential aspect of OPFOR defense in Insurgency maps ends up more often than not being counter productive, resulting in dozens of team kills, destroying valuable transports and assets and creating general frustration for OPFOR more than it damages the Blufor team. However the burden of guilt for teamkills as a result of IED's falls far more upon careless "hey but it doesn't cost tickets" insurgent players rather than the IED planters themselves.
Its unfortunate because when IED deployment does work its great for game play and immersion, not many things in PR are more suspenseful than clearing a heavily mined suburb in Fallujah with your squad or as rewarding as seeing a small convoy or a bunch of squads fall into your trap of command and pressure detonated IED's.
At the very least punishing people who walk over mines as well as the planter will at-least make both side equally respectful of both the utility and danger that comes with mines, but as it stands only the planters have any incentive to respect the use of mines which simply doesn't work when no one else in the team shares an equal incentive to work around and alongside mines and IED's. The only other alternative I can think of, and it hurts me to say, but bringing back the warning signs from vanilla BF2 would make IEDs and mines really work for Insurgent teams, an advantage they desperately need in a game-mode where they've generally been getting decimated in for some time now.