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Realistic C4 + Demolitions

Posted: 2008-10-05 14:38
by AREM117
After giving the suggestion of the demolition class I decided to start work on a realistic looking C4 charge for them. I am currently modeling the detonated C4 and the timed C4. I working on smaller charges for door breaching as well.
I rethought the idea for the Demo kit and came up with 2.
The Demolition CQB kit goes like this:
1. Knife
2. Shovel
3. Rifle Ironsight
4. Shotgun Breacher
5. Remote Charge(Detonated with clacker)
6. EDIT: Timed Charge(Short and Long Fuse on different firemodes)
7. EDIT: Binoculars
8. Flashbang
9. Defuse kit (Disarms and removes C4 and Mines)
Note: No Wrench, No landmine.
This should not a replacement for the engineer.
This should be a 1 per squad unlimited kit.
This kit should be used for CQB maps like insurgency ,skirmish, or 16p.

The Demolition kit goes like this:
1. Knife
2. Shovel
3. Rifle Scope
4. Shotgun Breacher
5. Remote Charge(Detonated with clacker)
6. EDIT: Timed Charge(Short and Long Fuse on different firemodes)
7. EDIT: Binoculars
8. AT charge (combined with Light AT should destroy tank)
9. Defuse kit (Disarms and removes C4 and Mines)
Note: No Wrench, No landmine.
This should not a replacement for the engineer.
This should be a 1 per squad unlimited kit.
This kit should be used for maps involving armored vehicles.
EDIT: Scroll Down for Revisions

Re: Realistic C4 + Demolitions

Posted: 2008-10-05 15:12
by Harrod200
Given the nerfing of engis in .8 meaning the only explosives are given to the very limited spec ops, I like it quite a lot. Squads need SOME explosives support from time to time, and Spec op is simply too limited.

I would say remove the shotgun though, otherwise it would become a replacement for engi.

Re: Realistic C4 + Demolitions

Posted: 2008-10-05 16:19
by EOD_Security-2252
Sounds ok, but there doesn't really need to be a Demo kit. In real life Engineers are the demolition specialists (except blowing up UXOs, then it's EOD).

And on you're timed c4, don't forget to make the the C4, then a bit of cord connecting it the detonation device.
Use these pictures for reference if you like:
Image
Image

Re: Realistic C4 + Demolitions

Posted: 2008-10-05 17:36
by waldo_ii
Here is my 2cents on engineer having C4.

Before .8, it was abused and not used correctly. People would run up to something, like a bunker, in a sort of suicide rush, plant, then run away and blow. Another example is running up to the towers in Mestia (eh, I know it has been changed, but the point is the same), throw C4 over a low spot in a wall, run away, and then blow, then charge. Not how engineers use C4 in real life.

My suggestion on making it realistic (I'm not sure if it is possible) is to give engineers a cube-like shaped block of C4, and once they throw it on the ground or on a vehicle, then the engineer has to stand next to the block (within one or two game meters) for two or three seconds before it arms. If they just throw it down and run, then they just lost some C4 that can never be obtained again.

Whether or not the C4 is on a timer or if it is remote detonated, it doesn't matter.

Re: Realistic C4 + Demolitions

Posted: 2008-10-05 18:00
by gclark03
Give it two delays: a 5 to 10 second preparation time, fully animated (like our HAT), as well as a 5-10 deploy time (like FH2 mines, but much longer).

Re: Realistic C4 + Demolitions

Posted: 2008-10-05 18:25
by Rudd
I remember som1 once told me that they had privately modded the c4 for personal use where you had to stand still, crouch, and spend a few seconds arming the C4,I thought that sounded good.

At the very least it should have a killer deploy time?

Re: Realistic C4 + Demolitions

Posted: 2008-10-05 19:32
by Celestial1
My Idea was something along this, splitting the engy into 2 kits, both spawnable:
Demolitions Engineer
1: Knife
2: Shovel
3: Ironsight/Sight Rifle
(1+6?)
4: Breaching Shotgun
5: Remotely detonated C-4
(Preferably more real-to-form like in EOD's post, not the silly duct-taped, led littered package of C4 we have now, with a clacker as a detonator. Clackers obviously have a range, right? So then, perhaps, the clacker can only detonate the C4 within X meters, at least 50 or more, probably 100-200m?)
6: Time detonated charge
(More bang, but much more time to set up?)
7: Binoculars
8: Field Dressing
9: Defusal Kit
Now, for the Remote-Detonation C-4, it would take only a short time to actually 'pull out' of your kit. However, before you just 'toss' it onto something, you wire the charge so it is now live, and it should take 3 seconds to finish. As soon as it is finished being wired, the engineer will drop it to the ground (preventing just readying the charge beforehand, obviously), and making it necessary to either crouch or prone to set, and the charge would take a few seconds to go live (5-10 seconds). The clacker would be used within X meters of the charge, and would detonate the C-4 for a nice, radial boom. Engineers should get one of these at a time, and only one can be placed at a time.

For the Time-Detonated charge, I figure it'd be best used on bridges, and, if you're lucky, heavy vehicles that are just really stupid and sitting still. Crouching/prone and no or extremely slow movement would be again required, but the wiring time would now be doubled (6 seconds to arm), and the charge would detonate in 60 seconds. The charge would be a penetrating charge, enough to blow out a concrete bridge section? Therefore it would be sparingly used, but very effective in that situation. Remote charges should not blow up a bridge alone, but time detonated ones should. It should take 2-3 remote charges to destroy a bridge section, but only one time detonated charge.

The defusal kit will be exactly like the wrench, but for explosives and mines only. It will look like a pair of pliers, whatever fits in it's use. When defusing, 1-3 second(s) of work should 'disable' remote charges (more work will have to be done to completely disable and pick up the charge). If you only disable a charge, it will become active again soon after, perhaps? Time charges will still detonate if they have not been completely disabled and picked up before their timer runs out. When you disable and confiscate a bundle of C-4, or a time detonated charge, you will pick it up and 'rearm' it for use (as you do with AT mines).




Vehicular Engineer (Name is iffy, who knows)
1. Knife
2. Shovel
3. Rifle
scoped? (1+6?)
4. AT Mine
5. Smoke grenades x2
6. Wrench
7. Binoculars
8. Field Dressing
9. Defusal Kit
Wrench would no longer defuse AT mines, Defusal kit will take that property. As for his AT mines, they should stay basically the same... perhaps he should get 2, for good measure.




Both kits should be spawnable.

Re: Realistic C4 + Demolitions

Posted: 2008-10-05 20:11
by EOD_Security-2252
Engineers, at least American ones, don't usually use a "cube," they use the M112 Charge I displayed a photo of.

Re: Realistic C4 + Demolitions

Posted: 2008-10-06 20:01
by AREM117
C4 WIP

Timer trigger
Image
Clacker
Image
C4
Image
Together the models are 707 polys, is that too much?
Any advice or texture help would be appreciated.

Re: Realistic C4 + Demolitions

Posted: 2008-10-06 20:55
by AREM117
I have read the advise and redesigned the kit suggestion.

Demolition Engineer(1 Per Squad)(No Limit)(Main/Rally Kit)
1. Knife
2. Shovel
3. Rifle Scope
4. Shotgun(Buckshot and Breacher on fire mode)
5. Remote C4 (Must stay within 25m to detonate or it disables. No fire delay long prep animation.)
6. Timed C4 (2 Fuse Times on fire mode. No fire delay long prep animation.)
7. Binoculars
8. Field Dressing
9. Defuse Kit

Engineer(Spawnable Kit)
1. Knife
2. Shovel
3. Rifle Ironsight
4. Trip Mine
5. AT Mine
6. Wrench
7. Binoculars
8. Field Dressing
9. Defuse Kit

Crewman Engineer(2 Per Squad)(No Limit)(Main/Vehicle Request)
Note: Could be used for CAS spotting. Cant request if alredy have Crewman Kit(to prevent driver form getting out and repairing). Cant request if demolitions is in squad.
1. Knife
2. Shovel
3. Crewman Rifle
4. Flare Gun
5. Red Smoke
6. Wrench or Torch(Repairs faster.)
7. GTLD
8. Field Dressing x3
9. Defuse Kit

Re: Realistic C4 + Demolitions

Posted: 2008-10-06 21:00
by Celestial1
Going to need to make room for a breachin' gun in the spawn engineer's kit, especially if more maps include Korengal-esque shotgun breach statics.

Otherwise lookin' alright.

Re: Realistic C4 + Demolitions

Posted: 2008-10-06 23:40
by AREM117
Demolition Engineer - Revisions
4. *Trip Mine*
Engineer - Revisions
4. *Shotgun(Buckshot and Breacher on fire mode)*
*Swap Trip Mine for Shotgun*

Adding the Demo kit requires an upgrade for the SF kit.

Special Ops(Same Request Options)
Note: SF is for covert sabotage not demolition. Shouldn't have detonated C4.
1. Knife
2. Suppressed Pistol
3. SF Rifle
4. Timed C4 x2 (2 minute timer)
5. M2 Slam x6 (1 minute timer)
6. Smoke
7. GTLD
8. Field Dressing
9. Grappling Hook

SLAM has a anti-tampering device so if an engineer trys to defuse it, it will explode. C4 can be defused. Only timed C4 sticks to vehicles. Timed C4 for Demo Kit has a timer of 45 seconds.

Re: Realistic C4 + Demolitions

Posted: 2008-10-07 00:16
by HughJass
sweet idea.

A demo class sounds kick arse.

he would get that diffusal kit, c4, and maybe some other explosive.

everything else I do not agree on, i feel demo class should be demo, and the engy class should stay as is, maybe replacing that trip flare.

Re: Realistic C4 + Demolitions

Posted: 2008-10-07 10:06
by @bsurd
oh this would be so nice... i like these : BOOM ! Holy Shit... Moments on the Battlefield!

Hope we get some more toys :-)

Re: Realistic C4 + Demolitions

Posted: 2008-10-07 11:15
by Psyko
i still think an assembly animation should be a high priority for development. the extended animation time af about 30 seconds should stop the abuse of C4. if C4 isnt wanted for road ambushes, then i think it is a simple procedure of disallowing C4 to click with the ground. im sure that much is possible. Walls, trees, statics in general is what C4 could be limited to. the thing is, C4 is nessesary for so many things in PR. we have helfires on gunships that are more powerfull than the off map support, yet its nessesary to keep the explosive yield of these things as it reflects reality. Simply put...and i dont mean this in an abusive form, but i believe C4 and clays are nessesary in Pr, but have just not been thought out properly. nobody has bothered to actually set up a kit and test the outsomes properly imo. given the chance, the testers would put their time to use on testing the in game limitations, abuses and tactics of such weapons. clays aside...C4 is of strategic use and very much missed by all Infantry squads. As, quite frankly...Spec Ops kits are still being misused and Spec Ops people are STILL running into freys thinking they are gods, and getting wasted. C4 is a bit much for a squad to have access too though, but explosives should ALWAYS be on on hand. otherwise the handicap of not having them is far too great.

Points to note:
Infantry with C4 would need to be VERY VERY good to creep up on a tank to kill it. and any tank stupid enough to park beside infantry with possible explosives, doesnt deserve to have the tank. If your stupid and unwise with important assets, then you shouldnt be in them imo.
The tanks are very powerfull even with the deviation on the MG.
Firebases are being abused now, because players deliberatly find spots where the firebases will tower so you cant knife it.