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Old 05-13-2008, 09:48 AM   #11
Tartantyco

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Default Re: New improved trip flare?

-I'd love to see other classes get the trip mines as they're great for defensive purposes, along with manually operated claymores. It would be great to have the woods east of South Bridge(OGT) full of trip flares and claymores, then when one flare is tripped you go crazy with the claymores.

Make Norway OPFOR! NAO!

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It's your hamster Richard. It's your hamster in the box and it's not breathing.
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Old 05-13-2008, 10:15 AM   #12
@bsurd

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Default Re: New improved trip flare?

Quote:
Originally Posted by Tartantyco View Post
-I'd love to see other classes get the trip mines as they're great for defensive purposes, along with manually operated claymores. It would be great to have the woods east of South Bridge(OGT) full of trip flares and claymores, then when one flare is tripped you go crazy with the claymores.
We talked about one clay for the sniper kits

And you wanne set up a real minefield? To much of them ruines the fun of the game...
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Old 05-14-2008, 08:33 AM   #13
Psykogundam
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Default Re: New improved trip flare?

The trip flare as it is, would work fine, but...

The problem is that if you cant see it going off then theres no point in setting it. ill give an example. When your on kashan and your in that small estate like village thing to the north east of the bunkers on the hill, the steps to get on top of the house are on the rear of the building.(i dont use this location because they can see your head peaking off the top of the roof as your are the highest silloette in that small area) idealy you would place the trip flares on the stairs or in a narrow passageway in front of you so you notice the flare going off in your field of vision. I first tried the trip flare on fools road and i got to a nice position that overlooked the hilltop estate about 1000m south east of it. problem is, anyone can approach from any angle and the most logical places for the trip flars would be to the lfet and right of you along the ledge of the hill your on. i guess, the landscape doesnt have amasing places to snipe from yet, as i have spent a lot of time looking as well as copying other people. the sniper class is just too darned hard to use because of all the things stacked against it. your lucky to survive more than 30 minutes. (you shouldnt be dying at all)


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Old 05-14-2008, 10:55 AM   #14
arjan

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Default Re: New improved trip flare?

How about a verry high beeping noise when they go off?

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Old 05-14-2008, 11:16 AM   #15
Tartantyco

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Default Re: New improved trip flare?

YouTube Video

Make Norway OPFOR! NAO!

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Old 05-14-2008, 01:50 PM   #16
Cyrax-Sektor

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Default Re: New improved trip flare?

I like the idea of a better trip flare, as the current one is not very noticeable.


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Yay PR!
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Old 05-14-2008, 08:54 PM   #17
Bringerof_D
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Default Re: New improved trip flare?

unfortunately IRL the snipers at night use IR flares which are essentially glowsitcks, no noise. but yes it would be more usefull and realistic for those daytime smoke signals to have a SNAP* then HISSSSSSSSSSSSSssssssssssssss. the chemical reaction afterall is set off by a primer/detonation cap.
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Old 05-14-2008, 08:59 PM   #18
Sirsolo

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Default Re: New improved trip flare?

Isnt this forum already in it's grave with 5 feet of dirt on it?

=/

Oh, and FYI, I've suggested Clays way back when.
Apparently, since it's against the "rules of war" we're no longer allowed to use Clays IRL, and thus putting them in PR would be unrealistic.
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Old 05-14-2008, 09:14 PM   #19
Bringerof_D
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Default Re: New improved trip flare?

haha Geneva convention boots another great tactical weapon in the arse eh?
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Old 05-14-2008, 11:11 PM   #20
Raniak

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Default Re: New improved trip flare?

It's not illegal if you are an insurgent or a militant

Well, it's illegal, but not more than killing American soldiers...


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