AT landmine removal?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

AT landmine removal?

Post by Expendable Grunt »

Not quite sure we're going to require them anymore. With the new enhanced AT missile systems, as well as the new SOFLAM system, makes me wonder if we shouldn't remove AT mines all together.

Does the USMC really send engineers with one mine to plant on an active battlefield? I wouldn't know, but I'm leaning towards "no".
Image


Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
DeePsix
Posts: 2202
Joined: 2007-07-29 19:22

Post by DeePsix »

As much as I agree, I think that landmines provide an important area denial aspect to the game. A set of engineers with an ammo crate can effectively assemble a roadblock, and it has proven quite useful if everyone works together. They've been quite useful in slowing an enemies advance on maps like Fools Road or 7 Gates
Image
PR Testing Team: Serious Business.
[R-DEV]LeadMagnet: I guess that's what you get when an Irishman drinks light beer.....bad advice.
[R-DEV]dbzao: I'm Oscar Mike, OSCAR MIKE!!!!
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Post by Psyko »

If i was an engineer sent into battle with a 100kg urinal cake straped to my back i would drop trow and pretend i was bonkers.


heres a wiki for mines, check the part saying AT mines.
Land mine - Wikipedia, the free encyclopedia
Eddiereyes909
Posts: 3961
Joined: 2007-06-18 07:17

Post by Eddiereyes909 »

imo, have a specialized engie kit, one for demo, one for repairs, and one for mines.
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Psykogundam wrote:If i was an engineer sent into battle with a 100kg urinal cake straped to my back i would drop trow and pretend i was bonkers.


heres a wiki for mines, check the part saying AT mines.
Land mine - Wikipedia, the free encyclopedia
I'm 200lbs by myself. With even 30lbs of gear, I should apparently set that thing off.
Image


Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Yeah, I'm with you in weight EG. Does that make us armored vehicles?

I also agree that the landmine is basically useless. Landmines need to be deployed in large numbers to be effective, which is why they're deployed in groups from vehicles, not one-by-one. They don't even need to be replaced IMO, they just don't make much sense from a realism stanpoint. Keep the C4, maybe increase # to even out the loss of mines.
Last edited by BloodBane611 on 2008-03-15 03:55, edited 1 time in total.
[R-CON]creepin - "because on the internet 0=1"
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Post by Chuc »

I think it might be worth giving the mine an explosion radius like the SLAM, representing in a way collaterial damage. I mean currently a bunch of infantry can be running aside a tank when it hits a mine, and the infantry are untouched
Image
Personal Folio - http://www.studioash.net
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

Land mines should work like this: When you place one down, it should spawn 5 more, The trigger radius should be larger, the explosion radius is slightly larger, the mine should be invisible except for a small ring.
that way you can set up a mine field and deny terrain instead of just placing dangerous rock. Realism considerations: unlikely to have a combat engis carry around a mine field, but mines are carried by engis IRL for this reason, need place mines some other way.
Image
Jester_Prince
Posts: 112
Joined: 2008-03-15 01:28

Post by Jester_Prince »

why not make mine feilds part fo the commander deployable assets? an actual mine field that can be placed. It makes mines useful because they will actualy be in a wider radius then a single mine and they will be fairly painless to set up other then some digging. and would give some decent defence against insurgent bomb cars if deployed right.
[T]blackflybro88
Posts: 250
Joined: 2008-01-09 03:11

Post by [T]blackflybro88 »

there also a good way to team kill if somebody isent looking were there driving lol
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

i think mines are fine to be honest, every now and then you come up on one and you need engys to get it out of the way or are forced to take another route.
Image
Warmagi
Posts: 299
Joined: 2007-09-17 12:14

Post by Warmagi »

Exacly. And they are not so visible when you know how and where to place them.
One good engeneer can slow or cripple an advance of a squad or even two. With a ammo guy or a crate and enough time you can hold the whole enemy mobilized team.
I say they're fine.
[R-MOD]Mongolian_dude: ...remember to show as much respect to the new players as the veteran players. Todays 'noob' is tomorrow's 'Vet'.

Reddish_Red: We're fine...

Random.. ehmmm... "player": Give me the chopper. No. I want to fly. No. But I want to, get out from it now or I TK you. ... ... ... No
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

Please do not remove AT mine :neutral: I use them to blow up tanks and APCs (most of them are solo, but not always) :twisted: They are also very good to mine abandoned enemy vehicles, set up ambushes and so on. It's a very usefull tool if you use it properly.
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Post by Darkpowder »

Expendable Grunt wrote:Not quite sure we're going to require them anymore. With the new enhanced AT missile systems, as well as the new SOFLAM system, makes me wonder if we shouldn't remove AT mines all together.
This is reality mod right? Without landmines you are removing the prime weapon of the insurgents faction in game, as well as making it easy for tanks to lone wolf without infantry support more than they already do.

If anything landmines should be changed to have a tiny visible area rather than sitting on the road like a oversized dinnerplate, they sank the mines beautifully in FH2 (with corresponding mine detectors too of course).

Without teamwork in setting as described, needing a large ammo supply mines are ineffective. Any weapon that requires teamwork to be effective is a good thing and should be encouraged and improved upon on the reality-scale.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Post by Waaah_Wah »

AT mines are useless?? Hehe, you should play with me on Fools Road sometimes ;) If you know how to place them, even only one mine can be effective as hell
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

[R-CON]Chuc wrote:I think it might be worth giving the mine an explosion radius like the SLAM, representing in a way collaterial damage. I mean currently a bunch of infantry can be running aside a tank when it hits a mine, and the infantry are untouched
Isn't the explosive force of an AT mine directed pretty much all vertically though? Shrapnel from tanks and stuff is another matter though.
burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Post by burghUK »

I think if we are to keep mines we should maybe have a option to hide them..which would make them invisible to the naked eye and then maybe introduce a new minesweeper object to the engineer kit.

can't be too hard can it? place the minesweeper over a selected area and hear a place ? and then use a spade to show it and a wrench to disarm it?

then maybe give engineers 2 mines to make them more effective.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

I think mines are a good idea, but the fact is that 1 engineer isn't going to be placing a minefield in real life. They'll either drop them from a truck or from aircraft, and they're meant as total strategic area denial weapons, as well as defensive lines. They're not used tactically, like in PR, where you see one engineer sneaking up behind a tank to place a mine.
[R-CON]creepin - "because on the internet 0=1"
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Placing minefields near bunkers and stuff would be much better if it could be done, limiting it to bunkers and main bases and stuff would keep the defensive element too.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Darkpowder wrote:Without landmines you are removing the prime weapon of the insurgents faction in game
They don't get landmines.
Image


Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Post Reply

Return to “PR:BF2 Suggestions”