yeah,i was thinking that some kits of insurgents have only 4 slots used, so why not use others slots?
so it would be nice to have some false-mines,false grenade traps/ied`s to just cheat the blufor
"The technology that has been provided to Combat Engineers in the past five years has saved lives on a grand scale," said Colonel Matthew Russell, commander of the 18th Engineer Brigade at Camp Speicher, near the city of Tikrit, about 150 miles north of Baghdad. "Either because of scarce resources or perhaps they're running low on explosives, they've had to start emplacing hoax IEDs just to take up our time."
so just put the roadblock in some street and put the other street 2-3 false mines...so humvee must stop to disable the mines when they are easy target to shoot from the roof or other option to humvee is take the another route and end up to roadblock.
and maybe somehow decrease amount real mines and grenade traps/ied`s ,sometimes is just feels odd when whole map is full of red markers.
and you can also use fake grenadetrap when you are on roof,just put it to stairs to little prevent that they wont come on your back.
Re: false-bombs/explosive
Posted: 2010-01-05 15:54
by boilerrat
Sounds like we could apply this for many great ambushes.
Re: false-bombs/explosive
Posted: 2010-01-05 17:05
by SkaterCrush
I always thought something was lacking from the generic Ins classes, and this should help. They need to be limited to one and maybe only for a few kits though, or there will be so many IED's that blufor will just drive over them.
Re: false-bombs/explosive
Posted: 2010-01-05 17:28
by mat552
SkaterCrush wrote:I always thought something was lacking from the generic Ins classes, and this should help. They need to be limited to one and maybe only for a few kits though, or there will be so many IED's that blufor will just drive over them.
And get blown up by the one real one. Exactly the point of the suggestion and I love it. Sounds like a winner!
As long as there is a way to tell if an IED/Mine is the real deal by looking at it. Up close.
Re: false-bombs/explosive
Posted: 2010-01-05 17:36
by Celestial1
mat552 wrote:As long as there is a way to tell if an IED/Mine is the real deal by looking at it. Up close.
I hate using the suit.
Interesting idea, I approve with the above condition.
Re: false-bombs/explosive
Posted: 2010-01-05 17:37
by steve_06-07
This idea is good...really good. The way to tell is that the fake IED and Mine has something like "Inert" on the side of it. Like any of these. l=http://www.inertproducts.com
Re: false-bombs/explosive
Posted: 2010-01-05 18:36
by Herbiie
steve_06-07 wrote:This idea is good...really good. The way to tell is that the fake IED and Mine has something like "Inert" on the side of it. Like any of these. l=http://www.inertproducts.com
I don't think insurgents abide by International Explosives law.
Maybe a small sign on it saying "This is fake - Haha Blurfor"?
Re: false-bombs/explosive
Posted: 2010-01-05 18:56
by -.-Maverick-.-
I like this very much.
Re: false-bombs/explosive
Posted: 2010-01-05 20:07
by badmojo420
I don't think you should be able to distinguish between fake and real IEDs/Mines visually. If it is possible, have the fake mines only take 2 turns with the wrench to remove. Since in real life, it wouldn't be until an engineer is attempting to defuse the device, that they would realize it is a fake. A regular infantry soldier shouldn't be able to tell visually through binoculars. That would remove the whole point of false IEDs, which is to slow them down by requiring EOD to inspect the device.
But, another issue, is how long will these devices stay for? The whole round? Could the fake IEDs be removed at all? I wouldn't mind the fake mines, since mines can be removed. But, adding fake IEDs will just litter the whole map with IEDs. I already dislike the common practice of ignoring an IED because someone ran/drove over it and nothing happened, there needs to be a way to defuse and remove both fake and real ones.
Re: false-bombs/explosive
Posted: 2010-01-05 21:53
by rampo
HellDuke wrote:Pretty nice idea... An insurgent plants a fake IED in the middle of the road and another on the side. The APC or humvee driver spots the IED and decides to go arround, an BAM straight on to the real IED.
You know you can do this whit a normal mine too...
Re: false-bombs/explosive
Posted: 2010-01-05 22:01
by myles
I think its pretty realistic and not hard to mod this is gold.
Re: false-bombs/explosive
Posted: 2010-01-05 22:25
by sniperrocks
Genius!
It'll make insurgency a lot more interesting
Re: false-bombs/explosive
Posted: 2010-01-05 23:25
by boilerrat
badmojo420 wrote:I don't think you should be able to distinguish between fake and real IEDs/Mines visually. If it is possible, have the fake mines only take 2 turns with the wrench to remove. Since in real life, it wouldn't be until an engineer is attempting to defuse the device, that they would realize it is a fake. A regular infantry soldier shouldn't be able to tell visually through binoculars. That would remove the whole point of false IEDs, which is to slow them down by requiring EOD to inspect the device.
But, another issue, is how long will these devices stay for? The whole round? Could the fake IEDs be removed at all? I wouldn't mind the fake mines, since mines can be removed. But, adding fake IEDs will just litter the whole map with IEDs. I already dislike the common practice of ignoring an IED because someone ran/drove over it and nothing happened, there needs to be a way to defuse and remove both fake and real ones.
They don't defuse IEDs and ordinance I thought....
badmojo420 wrote:I don't think you should be able to distinguish between fake and real IEDs/Mines visually. If it is possible, have the fake mines only take 2 turns with the wrench to remove. Since in real life, it wouldn't be until an engineer is attempting to defuse the device, that they would realize it is a fake. A regular infantry soldier shouldn't be able to tell visually through binoculars. That would remove the whole point of false IEDs, which is to slow them down by requiring EOD to inspect the device.
But, another issue, is how long will these devices stay for? The whole round? Could the fake IEDs be removed at all? I wouldn't mind the fake mines, since mines can be removed. But, adding fake IEDs will just litter the whole map with IEDs. I already dislike the common practice of ignoring an IED because someone ran/drove over it and nothing happened, there needs to be a way to defuse and remove both fake and real ones.
Maybe the Insurgent sapper have a wrench that only removes fake IED's, so they can move them, then the combat engineer on blufor's wrench can just remove them all, but the fake only take 2 turns of the wrench as suggested.
Re: false-bombs/explosive
Posted: 2010-01-06 00:43
by badmojo420
boilerrat wrote:They don't defuse IEDs and ordinance I thought....
That video doesn't show how they obtained the ordinance. But I would imagine there are times where it is not logical to just blow up the IED where it sits. For example if the IED was on a bridge, or in a populated location, I believe they would attempt to disarm the device and move it to another location to be disposed of. But, I don't really know a lot about it. I'm just going by what i've seen in videos and movies.
As far as PR is concerned tho, our only option is to disarm/defuse all proximity IEDs. And the remote detonated ones are just impossible to do anything with.
Re: false-bombs/explosive
Posted: 2010-01-06 03:33
by Eddie Baker
Guys, ordinance does not get defused; ordnance does. An ordinance gets violated.
Re: false-bombs/explosive
Posted: 2010-01-06 03:40
by Ninja2dan
'[R-DEV wrote:Eddie Baker;1226274']Guys, ordinance does not get defused; ordnance does. An ordinance gets violated.
Any insurgent I see squatting over a hole in the road is going to get "violated" as well. Real IED or not.
In PR, I rarely see people actually looking out for tripwires, IED's, and 'nade traps. This is why so many friendlies always seem to run over the damned things even when there's a huge freakin red "MINE" marker on the map. So what's the point in trying to "trick" the enemy with placing a fake, when you can just plant the real thing?
Sorry, but to me this seems like a bad idea or waste of time.
Re: false-bombs/explosive
Posted: 2010-01-06 03:43
by Johncro
'[R-DEV wrote:Eddie Baker;1226274']Guys, ordinance does not get defused; ordnance does. An ordinance gets violated.
the grammer man has spoken!
Abide by what he says!
Re: false-bombs/explosive
Posted: 2010-01-06 04:01
by Eddie Baker
[R-DEV]Ninja2dan wrote:Any insurgent I see squatting over a hole in the road is going to get "violated" as well.
That's harsh, man. Do you like to be bothered while you're taking a dump?