Page 1 of 1
Rifleman AP claymores
Posted: 2010-02-24 14:20
by rampo
1 Claymore is simply nowhere enough to set up usefull defences/ambushes.
Give it 2 or more please kthxbai.
Re: Rifleman AP claymores
Posted: 2010-02-24 14:26
by ma21212
meh thinks you can get up to 4 from the crates
Re: Rifleman AP claymores
Posted: 2010-02-24 14:27
by Thermis
In the real world a claymore is meant to be used as a force multiplier.
IE. if placed correctly and set off at the right time, you can take down a good chuck of the enemy. Not the entire enemy force mind you. Once the claymore goes of you follow with lots of small arms fire and grenades, at the end of the day the enemy should be very dead or close to it.
When used in a defensive situation then you set them up at enemy avenues of approach to lessen the numbers of enemies that get through to your defensive line. Hence the ability to place 4 total.
Now I can see an argument for the claymore being underpowered but the answer to that is not to hand out claymore like they are candy.
Re: Rifleman AP claymores
Posted: 2010-02-24 14:28
by Brummy
Or you could get ammo?
Re: Rifleman AP claymores
Posted: 2010-02-24 14:31
by ReapersWarrior
I have only really used and killed somebody with the claymore once. It was not a great ambush as i would have liked but it worked. I had to get extra ammo and it would be nice to have 2 claymores but i think its fine. Ammo is readily available for most factions so its not much of a problem.
Plus having only one prevents it from really being used offensively if that's possible.
Re: Rifleman AP claymores
Posted: 2010-02-24 14:40
by Heskey
Seems useless to me anyway.
Can't use it offensively, and even in defence you're probably better off just filling people full of lead.
Re: Rifleman AP claymores
Posted: 2010-02-24 15:03
by Dev1200
It's used solely for defending. Since it's arc of blast is about 60 Degrees, you can place it hidden on a road (or outside of a choke point) and blow it up when people get near. I've also seen people place them back-to-back so when they explode they fire in 2 angles at once.
Re: Rifleman AP claymores
Posted: 2010-02-24 15:08
by @bsurd
i tested the kit and for me it feels useless.
If i need some boom i will take the C4 guy and not the AP Class.
When you push the trigger and the C4 goes of it was a big boom.
The AP Mine boom feels like a nade.
my 2 cents
Re: Rifleman AP claymores
Posted: 2010-02-24 17:40
by Redamare
yea you can get 4 from a crate but ... Just claymores isnt Very Anti personel

lol it needs tripflars + mabey one sort of nade trap ( also why isnt there just the engineer kit it has both AP claymroes and Mines -_- i would say get away with the Kit and just use the engineer kit with more availablity
Re: Rifleman AP claymores
Posted: 2010-02-24 17:58
by Tim270
You have to think of this kit as a rifleman first with a alternative to a grenade, not that the claymore is the main weapon..
Its only really useful if you are defending somewhere with 1 main entrance
Re: Rifleman AP claymores
Posted: 2010-02-24 17:59
by Jedimushroom
I believe that the OP wants the kit to carry more claymores by default, not to be able to place more. Sounds like a pretty good idea to me, claymores aren't too heavy and I imagine you'd be able to lug two pretty easily.
Re: Rifleman AP claymores
Posted: 2010-02-24 23:19
by Meester
I think having 2 claymores is a good idea. Left click to remote detonate the first one and right click to detonate the second one. Perhaps press the claymore weapon button (5 or 6?) to switch to the second claymore to put down. I really think the AP trooper needs some trip flares to go with his arsenal even if theres just one mine.
Re: Rifleman AP claymores
Posted: 2010-02-25 01:49
by Potilas
I would take any day standard nades before claymore. Besides its damn boring to wait ages some unlucky soul. I havent use kit much, but those few times when I managed to kill somebody it would be done much easier by rifle+ you are exposed to enemy flank attacks. Often you have to leave clay(s) behind cos enemy never come. I just love if there was a way to pick up your clay for new placement. Lacking nades is weak enough downside that kit could contain easily 2 claymores. Nowdays feels like the insurgents are more eager to do massive minefields/random mine spam so having a soldier who can clear area from unwanted material would be great. Rag heads usualy check dead sapper if he has a mine left so they can just throw it. Engineers never clear mines they allways do something else. Combat engineer is far too valuable for front line soldier duty. AP rifleman is sort of engineer so it makes sence to make him have a wrench.
Trip flares also should belong to AP riflemans inventory. Only with small additional feature. When trip flare ignites then all clays says boom. This saves many less patient players for boring lurking phase. Why not 2 ways to detonate? More variety is more fun. Devs have to face the fact. AP rifleman isnt that good than you expected.
Re: Rifleman AP claymores
Posted: 2010-02-25 15:42
by rampo
Jedimushroom wrote:I believe that the OP wants the kit to carry more claymores by default, not to be able to place more. Sounds like a pretty good idea to me, claymores aren't too heavy and I imagine you'd be able to lug two pretty easily.
correctomundo, the simple fact is you wont allways have supplies available and a single more claymore wouldn't exactly be ruining game-play.
Re: Rifleman AP claymores
Posted: 2010-02-25 16:08
by Zrix
There was a thread about this in General before the feedback forums opened, but now I can't find it.
I agree with you though, an extra claymore wouldn't hurt.