Page 1 of 1

Make traps/mines like the moltov

Posted: 2010-02-24 04:51
by badmojo420
Make mines and grenade traps not tied to a player, so they don't give people team kills(or enemy kills)

The downside would be losing those legit kills on your score. I could care less, but I'm sure a few people will.
Getting killed by a friendly trap or mine isn't the end of the world, it shouldn't be a punishable offense.

Or, if possible, we could remove the punish ability from those weapons alone, but that sounds hardcoded.

People punishing for mines and traps is a real problem, especially around release time. I've seen plenty of admins banned on their own servers.

Re: Make traps/mines like the moltov

Posted: 2010-02-24 11:07
by ReapersWarrior
im pretty sure its up to the server admin to even put punishing on their server.

and im also pretty sure you get kills when you kill someone with the Molotov

Re: Make traps/mines like the moltov

Posted: 2010-02-24 11:21
by Zimmer
ReapersWarrior wrote:im pretty sure its up to the server admin to even put punishing on their server.

and im also pretty sure you get kills when you kill someone with the Molotov
No I dont think you get a kill from a molotov. I think it is nearly like a map set fire.

Re: Make traps/mines like the moltov

Posted: 2010-02-24 11:29
by Heskey
Not sure if molotov kills count as yours when you kill an enemy, but I know for a fact you can TK to your hearts content with impunity as it counts as a 'WORLD' kill, like falling.

Not sure about this idea; whilst I've never had a friendly NOT run over my mine/grenade trap, I'm suspicious that many people will begin planting mines under tanks/planes they weren't quick enough to get.

Even if a server has punish turned off, a player will still be flagged up as a TKer and recieve point-loss. I believe on most servers there is a TK threshold that will eventually kick malicious players.

Re: Make traps/mines like the moltov

Posted: 2010-02-24 12:53
by bad_nade
badmojo420 wrote:People punishing for mines and traps is a real problem
No. People placing grenade traps around weapons caches is the problem.

And what comes to nade trap it self, I think it should be removed. For the simple reason that it does not have real grenade's 6-ish second fuse delay.

Re: Make traps/mines like the moltov

Posted: 2010-02-24 14:17
by Nagard
clueless_noob wrote:No. People placing grenade traps around weapons caches is the problem.
It doesn't matter, where you put your mines. The chance that it will be activated by a friendly is way higher then that it is activated by an enemy (An ingame experience). Also this doesn't only count for grenade traps as much as AT-Mines. So I agree with the fact, that it would be cool to remove the punishability for Trap-/Mineteamkills.

Maybe there could be a workaround within the runway-griefing-fix that has been brought up in the last patch?

Re: Make traps/mines like the moltov

Posted: 2010-02-24 15:28
by PLODDITHANLEY
But they're marked (if you haven't forgotten) on the friendly map, so if tripped by a friendly he wasn't using his map.

Re: Make traps/mines like the moltov

Posted: 2010-02-24 17:10
by bad_nade
PLODDITHANLEY wrote:But they're marked (if you haven't forgotten) on the friendly map, so if tripped by a friendly he wasn't using his map.
I don't run around game world under enemy fire with my map open. Do you? Even with vehicles there is no time to peek mimimap if the vehicle happens to be a bomb car and there is 25mm Bushmaster shells landing all over.

Re: Make traps/mines like the moltov

Posted: 2010-02-24 17:27
by Nagard
Actually then it is your own mistake isn't it?

But nevertheless not less players punish even if they haven't checked their maps where the mine was clearly marked.

Re: Make traps/mines like the moltov

Posted: 2010-02-24 20:20
by badmojo420
clueless_noob wrote:No. People placing grenade traps around weapons caches is the problem.
This is the mentality that drives me to suggest this.

The cache is not a safe zone like your main base. In insurgency traps/mines SHOULD be placed around them. Not directly beside where people are spawning of course, but the purpose of mines and grenade traps are to delay or prevent the enemy from coming to your cache and destroying it.

It should not come down to a "you shouldn't have placed that trap there, so i'm going to punish you" decision. If you don't like where the traps are placed, talk to the person placing them.


Also here's a message directed at people who complain a trap or mine was not marked (and let me put some emphasis on it since you obviously didn't read the manual or changelog, so chances are you won't read this far into my post either)

WE NOW ONLY GET 4 MINE/TRAP MARKERS!!!

Re: Make traps/mines like the moltov

Posted: 2010-02-24 21:52
by Gosu-Rizzle
I think this is a fair suggestion for INS maps, but i have a better one: Remove the damn AT-mines!
They are highly unrealistic, they kill more insurgents than BLUFOR and i just dont think they fit into the gamemode anymore. In real life taliban and the insurgents use remotly detonated IEDs to ambush the coalition on big roads, and they use IEDs like the grenade trap to kill inf.
But i am very sure they do not use actual mines.. I dont think they even have any, and if they did they would end up killing alot of civilians with them.
So my suggestion is to move the focus from mines to IEDs. Just like in real life. (This goes only for the INS teams)

Re: Make traps/mines like the moltov

Posted: 2010-02-24 22:40
by Adetter
why doesnt it take 4-5 seconds for grenade trap to blow? Like the usual grenades?

Re: Make traps/mines like the moltov

Posted: 2010-02-25 07:08
by bad_nade
Adetter wrote:why doesnt it take 4-5 seconds for grenade trap to blow? Like the usual grenades?
Because it's not possible to implement it in BF2:
https://www.realitymod.com/forum/f318-2 ... post869686

Re: Make traps/mines like the moltov

Posted: 2010-02-25 08:20
by Rissien
molotovs use the static fire and count as suicides, thats why they dont give you kills.