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New improved trip flare?

Posted: 2008-05-12 21:52
by captmohamed
well second suggestion. i've searched for threads like this and had found none. :wink:

so yeah trip flares really help us giving away enemys sneaking up on us and all that but really they don't give that much of a warning when someone crosses over all that comes out is just a hiss of pink smoke and i don't notice until i'm shot in the back of the face:neutral :( wait that's not right...*rumbles though books* ah it's back of the head right continuning)

so i'm more hoping of like a pistol shot amplifid by 2 and the same hiss of (red?) smoke and maybe a flare on night maps (if we ever see them again) so R&R and cuppa anyone? :)

Re: New improved trip flare?

Posted: 2008-05-12 22:12
by Snowno
It would be better if the trip flare actually shoots a flare up into the air.

Re: New improved trip flare?

Posted: 2008-05-12 22:16
by ConscriptVirus
even if the trip flare shot up, itll still be behind u probably and u mite not see it.

Re: New improved trip flare?

Posted: 2008-05-12 22:24
by Tirak
A flare with an audible sound, like the kind a bottle rocket makes?

Re: New improved trip flare?

Posted: 2008-05-12 22:30
by Sgt. Mahi
I like the idea.. The trip flare could use another warning application than just the flare since you don't have the same kind of sence to your sourroundings like in real lide...

Re: New improved trip flare?

Posted: 2008-05-12 22:41
by AirCasper
Good ideas!

rarely when I do allow a snipper in my squad I have him use his trip flares to benefit the squad.

When on defense on Fools Road I have the sniper place trip flares near the ridge line of a hill at the base we are defending.

The Militia are hard as hell to see in the hills, it helps out alot actually.

Re: New improved trip flare?

Posted: 2008-05-13 00:29
by Sirsolo
It would be better if it was a claymore. =)

Not ganna happen.. one can still hope.

Re: New improved trip flare?

Posted: 2008-05-13 00:40
by Sirsolo
AirCasper wrote: rarely when I do allow a snipper in my squad...
If sniper's are insisting to join your squad, they're not real snipers.

~Sirsolo

Re: New improved trip flare?

Posted: 2008-05-13 12:14
by @bsurd
Sirsolo wrote:It would be better if it was a claymore. =)

Not ganna happen.. one can still hope.
i agree with you, i loved the claymores @ BF 2 :-)

You hear a boom behind you and havent to pay attention :-)

Re: New improved trip flare?

Posted: 2008-05-13 12:48
by Tartantyco
-I'd love to see other classes get the trip mines as they're great for defensive purposes, along with manually operated claymores. It would be great to have the woods east of South Bridge(OGT) full of trip flares and claymores, then when one flare is tripped you go crazy with the claymores.

Re: New improved trip flare?

Posted: 2008-05-13 13:15
by @bsurd
Tartantyco wrote:-I'd love to see other classes get the trip mines as they're great for defensive purposes, along with manually operated claymores. It would be great to have the woods east of South Bridge(OGT) full of trip flares and claymores, then when one flare is tripped you go crazy with the claymores.
We talked about one clay for the sniper kits :-)

And you wanne set up a real minefield? To much of them ruines the fun of the game...

Re: New improved trip flare?

Posted: 2008-05-14 11:33
by Psyko
The trip flare as it is, would work fine, but...

The problem is that if you cant see it going off then theres no point in setting it. ill give an example. When your on kashan and your in that small estate like village thing to the north east of the bunkers on the hill, the steps to get on top of the house are on the rear of the building.(i dont use this location because they can see your head peaking off the top of the roof as your are the highest silloette in that small area) idealy you would place the trip flares on the stairs or in a narrow passageway in front of you so you notice the flare going off in your field of vision. I first tried the trip flare on fools road and i got to a nice position that overlooked the hilltop estate about 1000m south east of it. problem is, anyone can approach from any angle and the most logical places for the trip flars would be to the lfet and right of you along the ledge of the hill your on. i guess, the landscape doesnt have amasing places to snipe from yet, as i have spent a lot of time looking as well as copying other people. the sniper class is just too darned hard to use because of all the things stacked against it. your lucky to survive more than 30 minutes. (you shouldnt be dying at all)

Re: New improved trip flare?

Posted: 2008-05-14 13:55
by arjan
How about a verry high beeping noise when they go off?

Re: New improved trip flare?

Posted: 2008-05-14 14:16
by Tartantyco

Re: New improved trip flare?

Posted: 2008-05-14 16:50
by Cyrax-Sektor
I like the idea of a better trip flare, as the current one is not very noticeable.

Re: New improved trip flare?

Posted: 2008-05-14 23:54
by Bringerof_D
unfortunately IRL the snipers at night use IR flares which are essentially glowsitcks, no noise. but yes it would be more usefull and realistic for those daytime smoke signals to have a SNAP* then HISSSSSSSSSSSSSssssssssssssss. the chemical reaction afterall is set off by a primer/detonation cap.

Re: New improved trip flare?

Posted: 2008-05-14 23:59
by Sirsolo
Isnt this forum already in it's grave with 5 feet of dirt on it?

=/

Oh, and FYI, I've suggested Clays way back when.
Apparently, since it's against the "rules of war" we're no longer allowed to use Clays IRL, and thus putting them in PR would be unrealistic.

Re: New improved trip flare?

Posted: 2008-05-15 00:14
by Bringerof_D
haha Geneva convention boots another great tactical weapon in the arse eh?

Re: New improved trip flare?

Posted: 2008-05-15 02:11
by Raniak
It's not illegal if you are an insurgent or a militant :p

Well, it's illegal, but not more than killing American soldiers...