Make IED's do damage agian or..
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Make IED's do damage agian or..
Give insergents more than 2 arty IEDs.sapper in its current state is useless vs blufor's many heavy assets it now takes 2 to even kill a simple hummer and god knows how many for bradly's(give up after six and not even smoke). Sapper can only carry one so agian useless vs hummers unless you hang around a cache or those useless ammo boxes that blufor can also re load off of.
I never see the point in changing them at all as thay were fine to be honest. All in all sapper is a rifleman AP kit in normal faction terms but has nade traps for the AP part anyway so what the IED's role is is unknown to me.
I never see the point in changing them at all as thay were fine to be honest. All in all sapper is a rifleman AP kit in normal faction terms but has nade traps for the AP part anyway so what the IED's role is is unknown to me.
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boilerrat
- Posts: 1482
- Joined: 2009-09-02 07:47
Re: Make IED's do damage agian or..
pipebomb has been created to be AP
artyIED is like a super hidden kit for anti-vehicles but we can't get them
artyIED is like a super hidden kit for anti-vehicles but we can't get them

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Trooper909
- Posts: 2529
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Re: Make IED's do damage agian or..
Lol maybe i should delete thes thread and post it in yours? funny 2 post about IEDs at the exact same time 
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boilerrat
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Drunkenup
- Posts: 786
- Joined: 2009-03-16 20:53
Re: Make IED's do damage agian or..
I think the insurgents have enough explosives as it is. They can have numerous RPGs (So thats the equivalent to a LAT kit) in higher numbers than you can acquire them as a conventional force, and the sapper kit, which has 2 IEDs, a Anti-Tank mine, grenades and grenade trap that anyone on the team can have? Compared to the 8 available LATs on a conventional force, and 2 Combat Engineers?
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TomDackery
- Posts: 611
- Joined: 2009-01-11 02:23
Re: Make IED's do damage agian or..
You can have (5) IEDs placed, and (30) mines set from you at any time.
(denotes guesses made from what I have been told)
(denotes guesses made from what I have been told)
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boilerrat
- Posts: 1482
- Joined: 2009-09-02 07:47
Re: Make IED's do damage agian or..
You only get one IED from spawning, but you can place 10.
You can place 30 mines, but only mark 5.
You can place 30 mines, but only mark 5.

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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: Make IED's do damage agian or..
boilerrat wrote:You only get one IED from spawning, but you can place 10.
You can place 30 mines, but only mark 5.
Dont forget you need to be close to an ammo source I.E cache.Placing an IED within 20m can blow the thing through a wall..............
as for ammo trucks well there's never a dedicated ammo squad to use them properly.Most servers dont class them as asset so making a ammo squad is pointless as thay get stolen for transport.
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: Make IED's do damage agian or..
Drunkenup wrote:I think the insurgents have enough explosives as it is. They can have numerous RPGs6 (So thats half the power of a LAT kit) in lower numbers than you can acquire them as a conventional force, and the sapper kit, which has 1 IED, a Anti-Tank mine, grenades and grenade trap that anyone on the team can have? Compared to the 8 available LATs on a conventional force, and 2 Combat Engineers?
Fixed it for ya.
I think theres also only 8 for insurgents on any giving map also .2 on each cache 2 caches at a time so thats 4 and 2 in main's o thats 6.
Theres sometimes more but depends on the map.
Last edited by Trooper909 on 2010-03-22 21:10, edited 2 times in total.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Make IED's do damage agian or..
Drunkenup wrote:I think the insurgents have enough explosives as it is. They can have numerous RPGs (So thats the equivalent to a LAT kit) in higher numbers than you can acquire them as a conventional force, and the sapper kit, which has 2 IEDs, a Anti-Tank mine, grenades and grenade trap that anyone on the team can have? Compared to the 8 available LATs on a conventional force, and 2 Combat Engineers?
Word.67

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Trooper909
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Re: Make IED's do damage agian or..
Dev1200 wrote:Word.67
Read the more accurate edited version above you.....................
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Make IED's do damage agian or..
uhmm...... i would say have them do the same amount of damage they do now its fine ... YES they dont take out apcs like they used to but w.e lol
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Make IED's do damage agian or..
Trooper909 wrote:Read the more accurate edited version above you.....................
1 RPG can cripple a stryker. 1 used to IED can cripple a stryker.
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Last edited by Dev1200 on 2010-03-24 13:51, edited 1 time in total.

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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: Make IED's do damage agian or..
Like others said, you can place a lot of ieds and mines. You just need to get busy thats all. I doubt most of the mines placed by the insurgency cause casualities or are even set off.
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theflidgeface
- Posts: 273
- Joined: 2008-12-18 05:09
Re: Make IED's do damage agian or..
well all should be fine when they increase the number of artillery ied kits available
The M15A3, weapon of the future
Semper Fi
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Trooper909
- Posts: 2529
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Re: Make IED's do damage agian or..
Dev1200 wrote:1 RPG can cripple a stryker. 1 IED can cripple a stryker.
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I was talking about hummer's and bradly's mate no were in my thread did I say about strykers.
Also 1 IED does not cripple a stryker anymore it actuly dont even make it smoke.
Last edited by Trooper909 on 2010-03-24 08:26, edited 3 times in total.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Make IED's do damage agian or..
Fixed. Sorry.Dev1200 wrote:1 RPG can cripple a stryker. 1 used to IED can cripple a stryker.
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Also, you have to think of all the vehicles when your doing something like this. Upping something up could have a drastic effect on the other vehicles as well, like the stryker and LAV instead of just the bradley and humvees.

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jack2141
- Posts: 92
- Joined: 2010-02-16 12:26
Re: Make IED's do damage agian or..
When I saw the Title of this thread, I was expecting:
"Make IED's do damage agian or.."
...*Opens thread*...
"I'll blow it up with this pipe bomb! MWAHAHAHA!!!"
But on the whole, I agree with you, the IEDs should be powered up, there have been quite a few deaths from roadside bomb reported on the news.
"Make IED's do damage agian or.."
...*Opens thread*...
"I'll blow it up with this pipe bomb! MWAHAHAHA!!!"
But on the whole, I agree with you, the IEDs should be powered up, there have been quite a few deaths from roadside bomb reported on the news.
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[EC]DR.NOobFragger
- Posts: 265
- Joined: 2007-08-02 23:09
Re: Make IED's do damage agian or..
I don't think its a good idea to make the IED's do the same damage as before.
Lets look at some reasons why.
1. Its a pipe bomb not a 155mm shell.
2. Before one IED could blow up a humvee, two or three(?) could blow up a LAV or Bradley. That's basically giving every insurgent a definite one hit kill on any armor the blufor use rendering them completely useless beyond main. (Obviously an exaggeration, they could go off road and what not but you see the point.)
3. As someone said before, the insurgents have a lot of RPG's which only take two hits to kill a LAV or Warrior. They can also be used to engage infantry, very versatile weapon when you learn the ranging.
4. Sappers get mines as well.
5. Insurgents get bomb cars and bomb trucks which can kill a tank or apc in one hit.
6. They are insurgents, not a conventional army, just because the blufor have an apc or tank doesn't mean they should automatically have something to kill it. Its not symmetrical warfare with insurgents, it supposed to be hard as insurgents
With all of that said, I do agree with perhaps increasing the amount of artillery IED kits in main and maybe slightly increasing the damage the pipe bomb IEDs do to maybe make the humvee go to black smoke if an IED exploded right under it.
Lets look at some reasons why.
1. Its a pipe bomb not a 155mm shell.
2. Before one IED could blow up a humvee, two or three(?) could blow up a LAV or Bradley. That's basically giving every insurgent a definite one hit kill on any armor the blufor use rendering them completely useless beyond main. (Obviously an exaggeration, they could go off road and what not but you see the point.)
3. As someone said before, the insurgents have a lot of RPG's which only take two hits to kill a LAV or Warrior. They can also be used to engage infantry, very versatile weapon when you learn the ranging.
4. Sappers get mines as well.
5. Insurgents get bomb cars and bomb trucks which can kill a tank or apc in one hit.
6. They are insurgents, not a conventional army, just because the blufor have an apc or tank doesn't mean they should automatically have something to kill it. Its not symmetrical warfare with insurgents, it supposed to be hard as insurgents
With all of that said, I do agree with perhaps increasing the amount of artillery IED kits in main and maybe slightly increasing the damage the pipe bomb IEDs do to maybe make the humvee go to black smoke if an IED exploded right under it.

