Jobarra
Member
+0|7125
Well, after watching many teammates intentionally trip claymores(can't explain it any other way when they stand there and stare at it for 10 seconds before running straight over it and punishing) but realizing that there are some teammates who do accidently trip well-placed claymores(placing at your own spawn is NOT well-placed), I would like to recommend a possibly helpful modification for the claymore red skull warning.

Right now, all three explosives give the same warning.  AT-Mines and C4 have a limited range of triggers(vehicle or manual detonation), but Claymores have a wide range of triggers(they don't care if you are a vehicle or a soldier)  With all three having the same warning, teammates simply can't tell that they are Claymores.

I propose the following NEW warning system for Claymores:
1) Instead of the red skull symbol like the other two explosives, have a red Claymore symbol.
2) If possible in the game engine, have the symbol colored red when it is facing towards you, and light orange when it is facing away from you.
3) I don't know if that is possible with the game engine though, so maybe an arrow showing which way the Claymore is pointing.  Although, being three dimensional, I don't know how you could render an arrow in the environment to show it pointing toward or away from you.  Maybe have a very small red blast radius(like the first foot of the blast cone) showing?

Short of this, I would love to see Claymores switched to a manual detonation system like the C4s(Claymores are set up in this configuration in real life as well) in order to cut down on TK points.  Or maybe give the Claymores a dual functionality of either booby trap configuration or manual detonation configuration with the detonator as a seperate weapon device(this would allow you to right click for changing the configuration and would also alleve possible bugs where you can switch to the detonator in an instant like with C4)

Last edited by Jobarra (2006-02-13 09:29:14)

fikraag7
j00baroni w/ l33t sauce
+1|7198

Not a bad idea, although the alternate fire booby-trap/remote detonation thing seems most feasible (along with the new warning sign)
RDMC_old
Member
+0|7179|Almere, Holland
Well I do want the signs to be changed but not that they can be automatically detonated cuz I just played on wake I was snipin And some guy saw me so I quickly plant a claymore on the spot where i layed and somehwere behind it I ran back to the Airfield which we just capped I got 2 kills including the one which discoverd me In short its good to be able to run back without havin to wait and look if the enemy is still behind you.. you just plant that sucker and hope some stupid fool comes along
Jobarra
Member
+0|7125

RDMC wrote:

Well I do want the signs to be changed but not that they can be automatically detonated cuz I just played on wake I was snipin And some guy saw me so I quickly plant a claymore on the spot where i layed and somehwere behind it I ran back to the Airfield which we just capped I got 2 kills including the one which discoverd me In short its good to be able to run back without havin to wait and look if the enemy is still behind you.. you just plant that sucker and hope some stupid fool comes along
Oh I agree, I like the auto detonation feature too, but I would love to be able to control its detonation as well.  I have killed many people with the Claymore after I've died, and it's always a rush.  I don't have that many TKs with Claymores, it's just that when it does happen, it always seems to be someone who intentionally trips it.  After the patch is in place and C4 can't be thrown anymore, I think we are going to see a rise in Claymore usage as other people figure out how effect they are.  I would love the warnings for myself if I didn't lay the Claymore.  When advancing on a hallway, I would love to be able to tell if the skull in it is a claymore pointing towards the way I'm coming in or not.
Jobarra
Member
+0|7125
Well, IndianScout just posted the 1.2 patch notes and my suggestion may be a moot point.  Apparently mines can be flagged with non-friendly fire now.  Of course, the question is will they allow this on ranked servers.  If they will, and the mines include Claymores, then this will be a good bit of news.
Gawwad
My way or Haddaway!
+212|7128|Espoo, Finland

Jobarra wrote:

Well, IndianScout just posted the 1.2 patch notes and my suggestion may be a moot point.  Apparently mines can be flagged with non-friendly fire now.  Of course, the question is will they allow this on ranked servers.  If they will, and the mines include Claymores, then this will be a good bit of news.
I'm pretty sure it's allowed on ranked servers because that's where the problem really is.
I hope that most servers including EA official servers will turn mine FF off...
JON.ANTONSSON
Member
+51|7136|Sweden
If you´ve ever played Metal Gear Solid you will know what I meen, the claymores are shown in your radar and the area it covers, and I think it should be done exactly like that in Battlefield 2. Shown on the minimap.
THA
im a fucking .....well not now
+609|7214|AUS, Canberra
you can walk past friendly claymores now.
Defiance
Member
+438|7114

If they do put claymores back to how they were, claymores should not be set as manual detonation. That would make no sense.

A claymore does 1 thing (if used correctly), it guards letters or whatever entrance to the sniping platform where the sniper is.

It is not going to be watch by the sniper.

In real life, claymores are on a trip line.
JimKong
Member
+31|7086|Ohio
EA could program a fence that spawns around the claymore and that still will not keep idiots from tripping them and punishing you for a TK. Claymores are fine the way they are now except they cant be removed by grenades. I dont see how people think 8 (or whatever the current count is) is too much. Mass claymores make up for the fact snipers WASTE more time than anyone. How many assault players will stake out a spot for minutes hoping someone comes into view?

Last edited by JimKong (2006-02-24 09:51:40)

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