Minefields
Posted: 2007-12-11 04:12
I was pondering away and I thought why dont we have some sort of mine laying vehicle. Then I read up on it and it seems we dont have them anymore so...
First quick suggestions, mines dissappear faaaar to quickly, personally I think they should stay the whole round, but the should defineately be there longer than they are. also, more mines able to be deployed per engineer plz if possible
I found this
http://www.fas.org/man/dod-101/sys/land/m128.htm
Mine scattering vehicles
. Now I know youre thinking this is open to huge exploitation (of course with 400 mines it would
)
Also is it possible to deploy mines from an arty strike?
With the right balance of mines and the right spread radius and reload time and ammo limit I think this can work very well, especially if the mines are sinkable and the engineers have mine detectors.
So long as you cant have enough ammo to constantly take the piss with the mines, it would be great to see certain map sections closed off due to a minefield being cleared by engineers.
This of course means more work for map designers
meaning less natural bottlenecks. it would help do two things:
1. effectively close off avenues of attacks for armour vehicles, forcing them into a different location
2. add an element of fear, providing the mines are spread right. Imagine if you run over a single mine, experience will tell you that you may well be in the middle of a huge artillery deployed minefield, tread careful and get the engineer out in front
fear is something hard to recreate in PR and this I believe is a way we can get an element of it back from the mines.
Make them sinkable, give us mine detectors (and flags dammit!) and if not by arty then some limited means of deployble large amounts of them PRETTTY PLEEEASE
without sinkable mines and the dissappear times, mines are a joke atm, and normally a lucky one off.
A single mine should stop an armoured column in its tracks, and your m8 blowing up in front of you should make you terrified to move.
Ohhhh cant wait to be the engineer crawling trying to clear mines
would rule if they can do this
Thoughts folks?
P.S. someone teach me coding so I can stop Dev's pulling their hair out with suggestions before 0.7 is released
First quick suggestions, mines dissappear faaaar to quickly, personally I think they should stay the whole round, but the should defineately be there longer than they are. also, more mines able to be deployed per engineer plz if possible
I found this
http://www.fas.org/man/dod-101/sys/land/m128.htm
Mine scattering vehicles
Also is it possible to deploy mines from an arty strike?
With the right balance of mines and the right spread radius and reload time and ammo limit I think this can work very well, especially if the mines are sinkable and the engineers have mine detectors.
So long as you cant have enough ammo to constantly take the piss with the mines, it would be great to see certain map sections closed off due to a minefield being cleared by engineers.
This of course means more work for map designers
1. effectively close off avenues of attacks for armour vehicles, forcing them into a different location
2. add an element of fear, providing the mines are spread right. Imagine if you run over a single mine, experience will tell you that you may well be in the middle of a huge artillery deployed minefield, tread careful and get the engineer out in front
fear is something hard to recreate in PR and this I believe is a way we can get an element of it back from the mines.
Make them sinkable, give us mine detectors (and flags dammit!) and if not by arty then some limited means of deployble large amounts of them PRETTTY PLEEEASE
A single mine should stop an armoured column in its tracks, and your m8 blowing up in front of you should make you terrified to move.
Ohhhh cant wait to be the engineer crawling trying to clear mines
Thoughts folks?
P.S. someone teach me coding so I can stop Dev's pulling their hair out with suggestions before 0.7 is released