atlvolunteer
PKMMMMMMMMMM
+27|7215|Atlanta, GA USA

cheshiremoe wrote:

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.
As far as I know, mines are not going to be affected by the patch, only claymores.
IvysDad
Member
+0|7204|Jacksonville, NC

JRVoss 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.
I dont ever remember carrying another weapon other then a pistol.  My spotter had an assault rifle.
Is this a new thing ?
Last unit I was in they carried an M4 also.
IA_Ace_oF_H4DES
Member
+1|7099|The Cat House
Heres an idea--

Above the red skull, EA should have text that says what type of explosive it is.

Snipers should be limited to 4 claymores at any given time.  TKs should be re-activated for walking into the claymore, otherwise snipers can put them on every single flag post  without worrying of getting TKS.  That isnt right.  Regardless of what side triggers the claymore, that person should get killed by it.

If a claymore is in the grass, and someone walks up on it, they may currently think it is c4.  If you put the text above it that says "clay" for example, then friendlies would know to walk around it.  Same deal with mines in the road that some idiots think is C4.

I say the text should be "Clay", "Mine", and "C4"

What sayeth the masses?
usmarine
Banned
+2,785|7205

IvysDad wrote:

JRVoss 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.
I dont ever remember carrying another weapon other then a pistol.  My spotter had an assault rifle.
Is this a new thing ?
Last unit I was in they carried an M4 also.
Ivy -- Sniper is about stealth right?  So you want 4 clays, your sniper rifle, an M4, a pistol, grenades, and a zip line? ......... I bet a regular grunt would have a hard time with all that shit nevermind a sniper who has to be fast sometimes and real quiet most of the time.
Vixen77
Member
+0|7081|UK

nndoc wrote:

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.
Well this and the previous post answers my worry's about claymores been a very little used part of the sniper kit (except to defend a sniping position). Thks , but would still like another 1 or 2 claymores extra to plant around the place! (The 8 at the momment is a little to much).
Torin
Member
+52|7136

IA_Ace_oF_H4DES wrote:

Heres an idea--

Above the red skull, EA should have text that says what type of explosive it is.

Snipers should be limited to 4 claymores at any given time.  TKs should be re-activated for walking into the claymore, otherwise snipers can put them on every single flag post  without worrying of getting TKS.  That isnt right.  Regardless of what side triggers the claymore, that person should get killed by it.

If a claymore is in the grass, and someone walks up on it, they may currently think it is c4.  If you put the text above it that says "clay" for example, then friendlies would know to walk around it.  Same deal with mines in the road that some idiots think is C4.

I say the text should be "Clay", "Mine", and "C4"

What sayeth the masses?
I still think morons (50%+ of BF players) will still walk right over it. Claymores, as they are now, are the only method of preventing stupid players from walking into friendly mines. No one can make stupid people more observant. Not to mention, griefers walk over friendly claymores just to give out TK punishes. I think leaving FF off for claymores is a good idea, but I think it was stupid to make it so you can't destroy them with a grenade. As it is now, the only way to cap a flag surrounded by claymores is to walk into them first.
Vixen77
Member
+0|7081|UK

IA_Ace_oF_H4DES wrote:

Heres an idea--

Above the red skull, EA should have text that says what type of explosive it is.

Snipers should be limited to 4 claymores at any given time.  TKs should be re-activated for walking into the claymore, otherwise snipers can put them on every single flag post  without worrying of getting TKS.  That isnt right.  Regardless of what side triggers the claymore, that person should get killed by it.

If a claymore is in the grass, and someone walks up on it, they may currently think it is c4.  If you put the text above it that says "clay" for example, then friendlies would know to walk around it.  Same deal with mines in the road that some idiots think is C4.

I say the text should be "Clay", "Mine", and "C4"

What sayeth the masses?
Good idea, but if FF is set ON and still allows TK’s with claymores, it would be nice to know in some visual form at what distance it triggers when facing towards u, as this would allow me to know how close I was to it's detonation trigger area and so avoid it.
JimKong
Member
+31|7086|Ohio

JimKong wrote:

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?
cheshiremoe
Evil Geniuses for a sparsely populated tomorrow
+50|7153

atlvolunteer wrote:

cheshiremoe wrote:

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.
As far as I know, mines are not going to be affected by the patch, only claymores.
Claymores are mines but I guess I should have specifed that was what witch type.
J0hn.F.Kenedy
Member
+-1|7201|Longueuil
Where the hell did you see that you can drop 7 or 8 claymores...
YOU CAN ONLY DROP 5 CLAYMORE AT THE MOMENT, same with med bags, supplies land mines and c4
at the 6th one the first go away....
2 is not enought now expert explosive will become almost imposible to get...3 or 4 would be ok

Last edited by J0hn.F.Kenedy (2006-02-24 10:11:08)

cheshiremoe
Evil Geniuses for a sparsely populated tomorrow
+50|7153

J0hn.F.Kenedy wrote:

Where the hell did you see that you can drop 7 or 8 claymores...
YOU CAN ONLY DROP 5 CLAYMORE AT THE MOMENT, same with med bags, supplies land mines and c4
at the 6th one the first go away....
2 is not enought now expert explosive will become almost imposible to get...3 or 4 would be ok
I have put down more than 7 AT mines in one area and I remember Claymores being the same along with C4.  I will have too check now.
JimKong
Member
+31|7086|Ohio

J0hn.F.Kenedy wrote:

Where the hell did you see that you can drop 7 or 8 claymores...
A thread on BFS2.com. I've never gone back to every one I've placed for a count.
monkeyboy
Member
+8|7108

IvysDad wrote:

Last unit I was in they carried an M4 also.
Would that be the special needs unit?
silentsin
Member
+3|7141
I always thought you could only place 2. I mean with C4 you can only place 5 or whatever, same with AT mines.
atlvolunteer
PKMMMMMMMMMM
+27|7215|Atlanta, GA USA
After the patch (1.2), I got a supply crate and tested how many claymores you could lay before they start disappearing.  It is 5.  When you lay the 6th, the first will disappear.

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