Limit on marked mines

General discussion of the Project Reality: BF2 modification.
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Borg78
Posts: 30
Joined: 2011-01-01 17:33

Limit on marked mines

Post by Borg78 »

I was playing Fallujha West the other day on the side of the insurgency and picked up the IED kit, I went out and placed 2 grenade traps and a road mine which I marked. I then went back and rearmed and placed the same again in another location and marked them, I checked the map and the previous three marked mines had gone, can you only mark 3 mines with one kit?
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: Limit on marked mines

Post by Zrix »

That is correct. Personally, I think they should increase the number.
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Borg78
Posts: 30
Joined: 2011-01-01 17:33

Re: Limit on marked mines

Post by Borg78 »

Oh, well I caused a bit of bother because I ended up teamkilling with one of the first mines I placed so maybe a 6 mine limit would be better.
ChopperRead
Posts: 18
Joined: 2010-12-25 16:02

Re: Limit on marked mines

Post by ChopperRead »

one mark per minefield, not per mine......simples.
Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: Limit on marked mines

Post by Mouthpiece »

Tips: don't use granade traps, they only kill friendlies (marked or unmarked). And don't mark every single mine, instead mark the area that you have mined. For example, place 4 mines on a road preventing passage and mark place a mark between 2nd and 3rd mine (do this by equipping a granade trap and using "mark" function).

Edit: Ninja'd.
Last edited by Mouthpiece on 2011-02-04 19:09, edited 1 time in total.
BenHamish
Posts: 325
Joined: 2010-10-17 11:59

Re: Limit on marked mines

Post by BenHamish »

Never ever lay nade traps.

Ahem. Now, onwards and upwards.

With regard to mines, a good, patient Sapper can close off whole roads. But friendlies tend to see one mine marker (or even two), and just presume that the mines will be visible. They then see the mine, steer to the side (over a rock or rubbish bag), and blow themselves up.

It's happened to me a lot through my 'sapper ambush' phase in PR.

And I layed a mine the other day in the centre of the road (invisible in a rubbish bag/rock thing), marked it, told my SL twice about it, and he still ran over it (with me in the SPG techie). he was an experienced player and had a clan tag too.

I really don't have an answer to this.. But it's frustrating. I can imagine in clan battles it all works just fine, but in public games lazy people tend to clear a route for the enemy through their own minefields. People on opposite teams tend to drive the same lines, hence friendlies will hit the mines that would have taken out an enemy tank or APC. :(


Edit: A possible solution would be to allow lots of mine markers, and have them never disappear. That would at least make people get out and recce the route, rather than presume it's gone because they can;t see it and are willing to take the chance for the sake of not bothering to check.

It would also punish a team that laid thousands of mines, because it would slow them down as much as the enemy.
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Pesticide
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Re: Limit on marked mines

Post by Pesticide »

dont forget there is a 'bug' that the players who crash and rejoin they dont see the mines and traps anymore on their screen. Possibly even players who join after the mine was layed. Markers help but if you dont know where to look, or its hidden, these players will get killed bye them eventually.
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Limit on marked mines

Post by ytman »

Three mine markers are all you really need while sapping. Basically you have about three 'regions' you can mine with 30 total mines. The biggest problem I see is that when people see a mine marker they just assume you can drive around it and not that their is potentially no way around it.
BenHamish
Posts: 325
Joined: 2010-10-17 11:59

Re: Limit on marked mines

Post by BenHamish »

I thought the limit was less than 30, more like 12.

If you had more mine-markers people would assume there were that number of mines there, meaning they wouldn't drive down a fully closed road with only one mine marker to signify a 'minefield'.

They probably still would though. In Gary.
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ryan d ale
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Re: Limit on marked mines

Post by ryan d ale »

I'm of the opinion that the limit should be doubled but that's just me.
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ChopperRead
Posts: 18
Joined: 2010-12-25 16:02

Re: Limit on marked mines

Post by ChopperRead »

it does not matter if you tk friendlys with mines in insurgancy mode, just laugh at the lazy fool for not checking. the only problem is the idiots who punish you for running over your marked mines. When will people learn that mine marker = death.

Also 3 markers is enough, anymore and people would spam them, drawing junk on the map and what not.
=LK= A.H.
Posts: 167
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Re: Limit on marked mines

Post by =LK= A.H. »

ChopperRead wrote:it does not matter if you tk friendlys with mines in insurgancy mode, just laugh at the lazy fool for not checking.
It ceases to be a laughing matter when it's a SPG technical/bomb truck that gets blown up.
BenHamish
Posts: 325
Joined: 2010-10-17 11:59

Re: Limit on marked mines

Post by BenHamish »

It's a good point. Though i'd rather have one idiot write 'NOOB' on the map, yet have the ability to make my minefields obvious than have him drive Gary over one of my marked minefields as he currently does.

Why isn't this in the suggestions forum?




Also, what about making the mine markers bigger yet slightly transparent, and limiting the number to two? An area thing, rather than a pin-point thing?

[/wishful thinking]
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Kandahar
Posts: 45
Joined: 2011-01-18 19:14

Re: Limit on marked mines

Post by Kandahar »

The limit should be 5 max I think.
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