PWM mine for insurgents

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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

PWM mine for insurgents

Post by boilerrat »

PMN mine for insurgents

I think it would be much more realisticl to replace the grenade trap or just have it for another trap.

Before playing PR I never heard of nade traps, and after looking at them more it looks like the nade trap is just a grenade with the pin pulled out.

Meaning once the grenade is ripped out of that can it will still have it's 3-5 second cook time unlike ingame where it is instant explosion.

That would make the PMN mine much more realistic in this case.

It could add a whole nother' level of stealthy weapons, unlike the nade trap this could be semi-buried so only some of it would stick up, unlike the nade trap where its extremely visible no matter which way you see it from.

PMN mine - Wikipedia, the free encyclopedia

They're civilians with guns they don't have to follow any rules unlike conventional forces being restricted in the use of land mines like this.

Most if not all of their weapons are Russian made, so is the PMN mine so it would fit in their arsenal quite well.

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I used 3ds max 2010 for this.
Last edited by boilerrat on 2009-12-27 18:36, edited 5 times in total.
Reason: Much better format and info
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: PWM mine for insurgents

Post by Drunkenup »

Are these mines reletively weak? Cause I'd like to stop see heavily armored Bradley's run over a single mine and die.
Bob_Marley
Retired PR Developer
Posts: 7745
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Re: PWM mine for insurgents

Post by Bob_Marley »

Drunkenup wrote:Are these mines reletively weak? Cause I'd like to stop see heavily armored Bradley's run over a single mine and die.
This is an anti-personell mine not an anti-tank mine (as the one currently in game is). It would have little to no effect on an IFV.

Right, what does this add to the game? Anti-personell mines have been suggested before and we already have the grenade trap for anti-personell area denial. Is this simply an asthetic change?

As you seem to have put some work into this suggestion I'm not going to lock it immediately, but please make a case for how this would add to gameplay.
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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: PWM mine for insurgents

Post by Conman51 »

they can code them to only be activated by people, or only do damage to people
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Tim270
PR:BF2 Developer
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Re: PWM mine for insurgents

Post by Tim270 »

Would be quite intersting reading the Wiki desc.

It does enough damage to make a player bleed heavily but not kill them instantly, maybe give this to normal insurgents and do 40-60% damage. While the sapper still has IED's and nade traps.

Would add more to the whole ethos of insrugent warfare (ambuses).

Also, I need to make a new thread sometime but this would go great with a handheld minesweeper for Blufor.


http://i192.photobucket.com/albums/z88/ ... 250105.jpg
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: PWM mine for insurgents

Post by BloodBane611 »

The only changes I see with this versus the current grenade trap is that AP mines would be triggered only if a person stepped directly on them, and wouldn't have a tripwire to give away their position. I don't really care one way or the other, it's just a different tool with different advantages and disadvantages, and I think most PR players will barely notice the difference if it is changed.
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: PWM mine for insurgents

Post by rampo »

Tim270 wrote:Would be quite intersting reading the Wiki desc.

It does enough damage to make a player bleed heavily but not kill them instantly, maybe give this to normal insurgents and do 40-60% damage. While the sapper still has IED's and nade traps.
If that's true this thing wouldn't do much harm to the blufor whit the medics but when the insurgents walk on they're own mines they'd just bleed out slowly :P
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SleepyHe4d
Posts: 221
Joined: 2008-02-11 10:25

Re: PWM mine for insurgents

Post by SleepyHe4d »

Tim270 wrote:It does enough damage to make a player bleed heavily but not kill them instantly, maybe give this to normal insurgents and do 40-60% damage. While the sapper still has IED's and nade traps.
Well that wouldn't be very realistic at all. :p


About the suggestion, grenade traps work fine as it is. This probably wouldn't work out as well either since it's a pressure sensitive mine so it's not clear what kind of problems or glitches there would be in the game engine. The trip wire works just fine, so there's not really a need for this at all.
DankE_SPB
Retired PR Developer
Posts: 3678
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Re: PWM mine for insurgents

Post by DankE_SPB »

am i missing something here, or you guys think that mine, which blows up whole your leg off should only make you bleed? why grenade traps kill then? whats next? HE explosive shell from tank straight into your face and you're only coughing?
mind you, with 40-60% damage you can even sprint

on the model itself, you need to use max 9(not 2009) so you can export it and/or share with others without issues
Last edited by DankE_SPB on 2009-12-27 08:31, edited 2 times in total.
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BloodBane611
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Re: PWM mine for insurgents

Post by BloodBane611 »

It does enough damage to make a player bleed heavily but not kill them instantly, maybe give this to normal insurgents and do 40-60% damage. While the sapper still has IED's and nade traps.
Why would a mine that is designed to blow your leg off only do 40-60% damage? Anyone who steps on it should be instantly incapacitated, just like with the grenade traps. It makes no sense to nerf this mine if it's put ingame
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TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: PWM mine for insurgents

Post by TheLean »

A reason for having this ingame instead of the grenade trap is instant detonation. A grenade trap I believe detonates instantly ingame, when it really should be equally delayed as when the grenade is thrown. If we have anti-personell mines there is a realistic reason for the instant detonation.
terenz
Posts: 120
Joined: 2008-02-19 14:04

Re: PWM mine for insurgents

Post by terenz »

No mines or traps are burried, so no need for minesweepers :)
WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: PWM mine for insurgents

Post by WilsonPL »

Almost the same weapon as grenade trap :P

If you know how to model i suggest SPG9, or new landmine for MEC,
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Tim270
PR:BF2 Developer
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Re: PWM mine for insurgents

Post by Tim270 »

terenz wrote:No mines or traps are burried, so no need for minesweepers :)
Well it would make a lot more sense if they were partially buried (FH2) + Since when did you find/remove a landmine with a wrench ?

I said 40-60 as I did read the article and understood that its not exactly a realistic portrayal of the mine, but then what is the point in putting it in if has the same code as the nade trap?
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: PWM mine for insurgents

Post by boilerrat »

As far as I know, when you booby trap with a nade like the traps we have now, they pull only the PIN out so just the lever is on the nade, then they slide that into a can with a wire attatched to the can so that the nade will fly out and have its cook time.

Meaning the nade trap ingame is unrealistic.

While the PMN mine is instant detonation. Making the PMN mine a much more realistic set up

I did use 3ds max 2010, so I guess I can't do anything for you guys.

The PMN mine is designed NOT to kill, but to mangle limbs to make that soldier disabled and combat ineffective along with the soldiers around him having to take care to the victim so that could be 3 soldiers out of combat all together.

So in our case it could be used as more of a bandage eater for a whole squad just about.
Last edited by boilerrat on 2009-12-27 20:07, edited 2 times in total.
octo-crab
Posts: 389
Joined: 2008-06-01 22:08

Re: PWM mine for insurgents

Post by octo-crab »

I was talking with a DEV, and he informed me that real insurgents shorten the grenade's fuse so that once they are triggered they blow up immediately or almost immediately.
DankE_SPB
Retired PR Developer
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Re: PWM mine for insurgents

Post by DankE_SPB »

boilerrat wrote: I did use 3ds max 2010, so I guess I can't do anything for you guys.
you can export it in .obj format and then import it into max 9, you will most likely have to fix smoothing groups, but your model is not very complicated, so it shouldn't be hard and take much time
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: PWM mine for insurgents

Post by boilerrat »

DankE_SPB wrote:you can export it in .obj format and then import it into max 9, you will most likely have to fix smoothing groups, but your model is not very complicated, so it shouldn't be hard and take much time
Im having a friend take it into his max 9 and clean it up as you said, hes in the process now.

EDIT: He has max 2009 not 9.
Last edited by boilerrat on 2009-12-28 21:38, edited 1 time in total.
Chuc
Retired PR Developer
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Re: PWM mine for insurgents

Post by Chuc »

Well seeing as you took the initiative and produced the necessary art assets, this idea may be realised after all :)
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: PWM mine for insurgents

Post by boilerrat »

[R-DEV]Chuc wrote:Well seeing as you took the initiative and produced the necessary art assets, this idea may be realised after all :)
Thank you my good sir, I figured you guys are busy and if you want something done to do it yourself :P

The model is / will be UV'd.
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