Vixen77
Member
+0|7081|UK
I along with a lot of other ppl hav been guilty of the overuse of claymores now that they no longer tk with patch 1.2.

With the up and coming patch 1.21 claymore's are going to be restricted to the placement of only 2 claymores at any one time.

http://www.ea.com/official/battlefield/battlefield2/us/editorial.jsp?src=communityupdate_022206

While I hav no prob with limiting the number you can place as at the mo it's as though someone is trying to plant claymores as a cash crop!!

I feel that the sniper kit would benefit from having at least another 1 to 2 claymore's, which would put it on a par with the other explosive carrying kits (Spec Ops 5xC4 and Engineer 5 AT Mines (I think)) which would allow tactical flexibility in ambush/flag defence and not just for the defence of a snipers position without been overused.

Just wanted to know what the rest of the BF2s community felt on this issue created by patch 1.2 and to be resolved by patch 1.21.

P.S

If the patch will enable a sniper to reload from ammo packs when 1 of his 2 claymores has exploded then it may not be such come down from the fun with claymore we hav been having lately, as I do enjoy killing ppl with cunningly placed claymores! , rather then before the patch killing team mates with cunningly place ones!!
Skinnister
Member
+43|7169|UK
lol i play sniper regularly lately and didnt even notice the claymore bug lol but i aggre that there should be at least 3 or 4  claymore's in a kit.
starkingdoms.com
Member
+0|7082
hhaahaaha if you can't watch where you are going why do you belong on the battlefield?
theDude5B
Cool member
+805|7194
all EA/DICE need to do is activate the TK on the claymore again. this will stop snipers dropping them everywhere.

Other things i have suggested for Claymores would be to have some sort of system which will not let a team mate punish you if he/she gets killed by walking into it, however if it happens more than twice in a round, then they can start punishing u.
Or reduce the damage a team mate will get when walking into your claymore. this way, if they have full health then they will not die, but will realise not to walk into it again. if someone has less health, then they will die and u will get punished. but then it might be your fault for putting the claymore in a risky position.

But yeah they need to sort out the Claymore Whoring as you called it. I do it a lot now just because I can. i do not rely on this method though, but for now i am going to exploit it.
Vixen77
Member
+0|7081|UK
true, but pre 1.2 I  found that sometimes when the red skull comes up to warn of friendly claymores I would sometimes still go the wrong way in relation to the claymore and get blown up by it!! . Can recall the red warning skull having any direction indicators on it.
theDude5B
Cool member
+805|7194
another idea,

put the TK back on the mines and Claymores, but instead of having the red scull pop up when you are near one, have BIG BOLD RED TEXT pop up and say

"DONT EVEN THINK ABOUT WALKING ONTO THIS AS YOU WILL DIE AND THEN YOU WILL BE REALLY ANNOYING AND PUNISH BECAUSE OF YOUR STUPIDITY!"

this might get the idea through to the noobs and newbs
JimKong
Member
+31|7086|Ohio

theDude5B wrote:

all EA/DICE need to do is activate the TK on the claymore again. this will stop snipers dropping them everywhere.
Worst idea ever. All that needs to be done is able them and mines to be removed with grenades.
earth.citizen
Member
+4|7183|Miami, FL

Vixen77 wrote:

true, but pre 1.2 I  found that sometimes when the red skull comes up to warn of friendly claymores I would sometimes still go the wrong way in relation to the claymore and get blown up by it!! . Can recall the red warning skull having any direction indicators on it.
true dat
Canticle66
Member
+0|7083|Canada
You can still be punished for Teamkills, the only difference now is that an enemy has to trigger the claymore and your teammates need to be in the blast radius when it goes off.

I also noticed that they do disappear if you put down too many, but that doesn't happen until 5 or so.  Plus they also slowly disappear after you die.

I think 3 would be the right number to carry.  Be strategic in 3 different areas or just use them to protect your flank when up on a hill somewhere.

Edit: spelling

Last edited by Canticle66 (2006-02-24 08:03:14)

theDude5B
Cool member
+805|7194

JimKong wrote:

theDude5B wrote:

all EA/DICE need to do is activate the TK on the claymore again. this will stop snipers dropping them everywhere.
Worst idea ever. All that needs to be done is able them and mines to be removed with grenades.
eh?
mporlier
Member
+42|7084|Montreal, Canada
I think teammates should die from claymore blasts but not allowed to punnish. When I see a skull I do check where I step. What I suggest is a directional arrow on the clay to point the direction of the blast so you can avoid it.

Same thing for mines, why is my tank lighter than the MEC ones? I dont trigger the mine? This is a bit unrealistic. I know it is just a game but a bullet is a bullet and a mine is a mine. Otherwise make bullets armless to teammates.
JimKong
Member
+31|7086|Ohio
Before 1.2 you could blow mines and claymores with grenades and tank rounds.
IvysDad
Member
+0|7204|Jacksonville, NC
I would like to see the sniper kit carry 4 claymores.  Also agree on the TK aspect.  If you hit the big red skull and crossbones.....then you did, but should not be able to punish.

Additionally.....snipers usually carry another weapon, like an M4.  If EA wants to make the game realistic then give the sniper an M4 to use at close range.  Pistol vs. PKM.....you do the math.
Swainy
Member
+1|7096|UK, England
Hmm, the AT Missle hasent been fixed yet on that list. That bug is a mjor problem.
monkeyboy
Member
+8|7108

IvysDad wrote:

I would like to see the sniper kit carry 4 claymores.  Also agree on the TK aspect.  If you hit the big red skull and crossbones.....then you did, but should not be able to punish.

Additionally.....snipers usually carry another weapon, like an M4.  If EA wants to make the game realistic then give the sniper an M4 to use at close range.  Pistol vs. PKM.....you do the math.
He's a sniper.... not a minelayer. He should have 2 maximum, for guarding his arse.

I dunno what kind of army your country has, but NO kind of sniper is going to carry an m4. 99% of snipers have a spotter (the more experienced of the two) who would have a rifle of his own..... but really no snipers ever carry a secondary rifle. That only happens in airsoft.

And yeah..... pistol vs pkm works fine, as long as you've hit him with your rifle first, you've only got to hit him once or twice.
Orion5413
Member
+4|7131|Irving Tx
in real life the claymore is a command det...I.E. you have to push the button(not a button) in order for it to go off. The AT mines are  like in real life you drop it arm it an walk away. the tk thing is unrealistic due to the fact the sniper has no control over the weapon. Unlike the real one. Now I know I have become a claymore whore pre patch i had 12 kills with it now i have almost 100....Love the things on warlord...
No_Smoking
all your base are belong to us
+35|7140|Sacramento

theDude5B wrote:

all EA/DICE need to do is activate the TK on the claymore again. this will stop snipers dropping them everywhere.

Other things i have suggested for Claymores would be to have some sort of system which will not let a team mate punish you if he/she gets killed by walking into it, however if it happens more than twice in a round, then they can start punishing u.
Or reduce the damage a team mate will get when walking into your claymore. this way, if they have full health then they will not die, but will realise not to walk into it again. if someone has less health, then they will die and u will get punished. but then it might be your fault for putting the claymore in a risky position.

But yeah they need to sort out the Claymore Whoring as you called it. I do it a lot now just because I can. i do not rely on this method though, but for now i am going to exploit it.
I like that idea. kind of like how arty is with tk's (but I would make it never punishable). I also like the idea of it not really killing a teammate, but drop him to like 1 or 2 bars of health.
IvysDad
Member
+0|7204|Jacksonville, NC

monkeyboy wrote:

IvysDad wrote:

I would like to see the sniper kit carry 4 claymores.  Also agree on the TK aspect.  If you hit the big red skull and crossbones.....then you did, but should not be able to punish.

Additionally.....snipers usually carry another weapon, like an M4.  If EA wants to make the game realistic then give the sniper an M4 to use at close range.  Pistol vs. PKM.....you do the math.
He's a sniper.... not a minelayer. He should have 2 maximum, for guarding his arse.

I dunno what kind of army your country has, but NO kind of sniper is going to carry an m4. 99% of snipers have a spotter (the more experienced of the two) who would have a rifle of his own..... but really no snipers ever carry a secondary rifle. That only happens in airsoft.

And yeah..... pistol vs pkm works fine, as long as you've hit him with your rifle first, you've only got to hit him once or twice.
Last I checked U.S. Marines carry a backup weapon for those situations where the sniper rifle is not effective. 

Pistol vs pkm when you are going to your hide and turn the corner and there he is.....PKM kicks the pistols ass each time.
JRVoss
Member
+0|7088

IvysDad wrote:

I would like to see the sniper kit carry 4 claymores.  Also agree on the TK aspect.  If you hit the big red skull and crossbones.....then you did, but should not be able to punish.

Additionally.....snipers usually carry another weapon, like an M4.  If EA wants to make the game realistic then give the sniper an M4 to use at close range.  Pistol vs. PKM.....you do the math.
I dont ever remember carrying another weapon other then a pistol.  My spotter had an assault rifle.
Is this a new thing ?
Jobarra
Member
+0|7125
My thoughts on an Improved Claymore warning before the patch:
http://forums.bf2s.com/viewtopic.php?id=13754

Simplest solution would be to reenable claymores to be taken out by explosives.  Leave the limit of 5, leave the non-FF on.  I have noticed that alot of the people currently using claymores just drop them in the middle of the street instead of setting them up in well hidden places.  Allowing them to be destroyed by explosives again would take care of most of the claymores I've seen.
DUFFKING
Insert witty comment here
+3|7202|Brixham, UK
The real problem is nades not being taken out by explosives. It makes capping a claymored flag nigh-on impossible.
cheshiremoe
Evil Geniuses for a sparsely populated tomorrow
+50|7153

theDude5B wrote:

all EA/DICE need to do is activate the TK on the claymore again. this will stop snipers dropping them everywhere.
Its not about TKs, it is a Friendly Fire setting and it can be turned on/off by there server admins. 

An Enginer can remove a claymore if he approches it the right way(before and after the new patch) same with AT mines. 

I don't think that most clay/AT Team Kills should be punishable, but on rare occasions they are on purpose. 
some people play with there visual cues off (virtual flag indicators and explosive warnings off) which makes them walk in to team mates mines,  they don't realize what killed them so they punnish.

I like having mine FF off, but I think that the current 7 placed mines is two many and the two that they are going allow in 1.21 is too small.  Maybe it should be only two mines placed at a time but you can carry 4 or 5.    I think you should still be able to blow them up though.

(pre 1.2) I have seen a sniper walk into another snipers claymore so he can punish the team mate for using his favorit spot. 

Too many idiots blew them selves up in the past witch made using of mines and claymores a likely kick or ban even if you only placed them in other teams uncapable base.  Mines were wasted kit space for the most part.
pauli
Member
+0|7091
back the entire mine situation up to 1.12, and i'll be happy.
atlvolunteer
PKMMMMMMMMMM
+27|7215|Atlanta, GA USA

Vixen77 wrote:

P.S

If the patch will enable a sniper to reload from ammo packs when 1 of his 2 claymores has exploded then it may not be such come down from the fun with claymore we hav been having lately, as I do enjoy killing ppl with cunningly placed claymores! , rather then before the patch killing team mates with cunningly place ones!!
The patch won't limit the sniper from resupplying claymores via supply bags or crates.  It will only limit the number you can have active on the ground at any given time.  You can lay your two claymores then resupply, so you'll have 2 down and 2 in reserve.  However, if you throw down another one, the first one you laid will disappear.
EDIT: PS if you don't like the non-TK switch, you can always go on servers that have not enabled this feature.  THis is not something that EA forced on servers.  It is merely another option for them to use.  I have been on servers since the patch that still have mine TKs on.

Last edited by atlvolunteer (2006-02-24 09:25:26)

nndoc
Member
+0|7097|Louisiana
The 1.21 patch will limit the number of claymores from 8 that can be dropped to 2. 

Also the 1.2 patch added something to server configs that allows you turn on or off FF or mines/claymores.  After people started claymore whoring in our server we turned on FF for claymores/mines until the 1.21 patch comes out to stop the 8 claymores in the stairwell of the TV station in Sharqi.  Not too many admins know about the new addition to their server configs and the default is to have FF off for claymores/mines.

Last edited by nndoc (2006-02-24 09:26:01)

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