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Posted: 2007-12-27 02:36
by Waaah_Wah
No claymores for 0.7? How come?
Im talking about claymores like they were in 0.5 (manually detonated like C4)
Posted: 2007-12-27 02:40
by Heskey
Waaah_Wah wrote:No claymores for 0.7? How come?
Cause they're fer nabs!
Posted: 2007-12-27 02:48
by Waaah_Wah
Have you played 0.5? They worked great
Posted: 2007-12-27 02:50
by nedlands1
Not ready for general consumption probably. I would have thought the Spec-Ops would have had them.
Posted: 2007-12-27 02:56
by Nickbond592
so long as they were brought back as a remote detonation ( possibly from only within a certain range, to stop flag defending from across the map )
and not the Vbf2s proximity detonation
Posted: 2007-12-27 03:02
by Nickbond592
you'd have to limit them severly then to prevent unbalance
Posted: 2007-12-27 03:05
by Heskey
I like Claymores.
I like Claymores being proximity based.
I DON'T like being killed by claymores at the tops of ladders.
I DON'T like the majority of my deaths being the results of claymores.
I like claymores; but I do not want them in PR

Posted: 2007-12-27 03:32
by Heskey
solodude23 wrote:Being killed by one at a ladder would be very less frequent if they were not proximity baseed. Only well planned defenses, ambushes, or attacks would kill you with use of a claymore if they were remote detonated.
Still; I imagine it became a pain in the arse with one person watching an entrance and blowing it up in a squads face everytime they tried to move into an area.
Posted: 2007-12-27 03:36
by Raniak
Heskey wrote:Still; I imagine it became a pain in the arse with one person watching an entrance and blowing it up in a squads face everytime they tried to move into an area.
Then you would be doing your job as a good defender ?
Posted: 2007-12-27 03:37
by Heskey
Raniak wrote:Then you would be doing your job as a good defender ?
There's going a good job defending, and then there's taking the piss.
Using a JDAM to defend an area is EXCELLENT defending, but it takes the piss.
You get my meaning? You get annoyed if you get shot walking into an area - You'll be FUMING if you EXPLODE everytime you enter an area.
Posted: 2007-12-27 03:40
by Raniak
I don't see the difference between walking in a defended door and exploding and walking in a defended door and getting mowed down by a support weapon.
Sure, you get less chance of survival but it's still your fault for rushing in an unsecured area...
Posted: 2007-12-27 03:47
by Heskey
Raniak wrote:I don't see the difference between walking in a defended door and exploding and walking in a defended door and getting mowed down by a support weapon.
Sure, you get less chance of survival but it's still your fault for rushing in an unsecured area...
Nothing to do with rushing into the area.
If you're on a roof watching the entrance and see someone's hand crawling in-CLICKBOOMDEAD
It's a steaming pile of poo.
Posted: 2007-12-27 03:53
by Raniak
Heskey wrote:Nothing to do with rushing into the area.
If you're on a roof watching the entrance and see someone's hand crawling in-CLICKBOOMDEAD
It's a steaming pile of poo.
You're on a roof watching the entrance and see someone hand crawling in, you get your
rifle and kill him.
You're on a roof watching the entrance and see someone hand crawling in, you throw a
grenade and kill him.
You're on a roof watching the entrance and see someone hand crawling in, you use your remote to make the
C4 that you had planted explode.
Sure, it's a strong weapon and it should be requested but it's not like the claymores make you invincible.
Posted: 2007-12-27 03:58
by Spec
Remote Claymores instead of slams or maybe for some other kit... could be fun again.
Posted: 2007-12-27 04:11
by 77SiCaRiO77
Heskey wrote:Still; I imagine it became a pain in the arse with one person watching an entrance and blowing it up in a squads face everytime they tried to move into an area.
use a granade ?
Posted: 2007-12-27 04:11
by BloodBane611
Claymores would be good addition, but they would just be too overbalanced. A squad setting up a defensive perimeter around a flag would be realistic, but 7 gates at the citadel would be frickin nuts. So in the interests of balance, please no claymores.
I would love to pull ambushes and set up perimeters with claymores, but just the few instances, like citadel as wall as mine on Qwai, make it overkill. Those are unfortunately two of the maps where they would be most useful.
Posted: 2007-12-27 04:16
by jwgarris
The Claymores from (what was it .5??) were perfect... and underused. Oh man I had some good times on that Jungle Map, USMC vs PLC... the one that got removed for being "too arcadey" jerks. That was my favorite map. The most realistic Jungle Warfare Map that trumped, EOD, and BF:V. I remember just sitting in the thick waiting for someone unlucky enough to cross the trail where my claymores were.
I vote to Bring Back the .5 Claymores.
As for the previous statement of them being overpowered. They weren't even used much in .5 and thats back when you could just select them from the Spawn Menu....
The way I see it... The modern philosiphy for Western Powers is a Mobile Offense versus a Static Defense. So I would love to see the Claymore as an Addition to a Rebel Kit.
and on the other hand as for Western Powers, I'm not sure how often they use Anti-tank mines, the Claymore could replace the AT Mine.
Just suggestions. I think the problem is not whether the claymore should be in or out... its how you fit it in a class.