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#1 |
![]() Join Date: Jul 2008
Posts: 181
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So... grenade traps.
The removal of the minimap and the mine indicator and the addition of the nade trap has left insurgents in quite a pickle, with avoiding getting blown up is a matter of either looking at a map while walking around hoping that the traps are marked (impossible since you only get one marker per person) or studying the ground when you should be studying the american with the m16 rounding that corner over there. So why not do what FH2 does and let you stick a sign the the dirt where the trap is. Just some regular red sign, not to short but more or less impossible to miss. This would provide a real world marker, an actual warning on the spot that you should watch your feet for a moment. If you place a sign near an entrance on the insurgent side, i think it's 10 times more likely too actually understand that entrance is trap then without it while still having the same danger too those pesky Americans since on their side there is only a wire. What do you guys think? Edit: Ops wrong forum, move to suggestions please... :/ |
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Last edited by White Rock; 03-24-2009 at 05:57 AM..
Reason: Wrong forum.
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#2 |
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Still no help to people that want to enter from the other side, but yeah.
You would need another weapon slot that "shoots" warning signs, right? Is there a way to have more than one mine marker? Is there a way to make a team wide text announcement, that automatically adds the coordinates? Like: "WARNING!!! GRENADE TRAPS IN B6-kp7!!!" |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#3 |
![]() Join Date: Jul 2008
Posts: 181
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I was thinking more like a mine that doesn't explode and is just a sign. Then you could have as many markers as grenade traps, and refill them at an ammo cache.
And i guess it can't stop peapole from the other side.. but most of the times you are moving away from the hideout/cache and towards the enemy, and that when you trip the trap. |
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#4 |
![]() Join Date: May 2007
Location: Over the hills and far away in a sand pit.
Posts: 144
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In that case why not re-instate the floating red mine marker (from vanilla) just visable to the side that planted the mines.... To simulate the minefield being marked to friendlys (and to account for friendly intel)
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God is Airborne only because he failed the commando course.
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#5 |
![]() Join Date: Jun 2007
Posts: 1,755
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They should just replace them with hand detonated traps. smaller ieds.
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#6 |
![]() Join Date: Feb 2009
Location: Simcoe, Ontario
Posts: 11
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i like the RW signs, as they could also be used to 'bluff' the americans, expicially on pub servers
a) @$%^! grenade trap, look at the ground **AK firing** b) ha, nub bluff **boom** |
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#7 |
![]() Join Date: Jul 2008
Posts: 181
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That too. I've mostly giving up on placing them myself when i play as insurgent/Taliban. No matter how obvious they are someone will ALWAYS trip them. Once on korengal i placed one plain in sight on a bridge, impossible to miss, WITH a map marker and i STILL got a "White_Rock teamkilled XXXX" after about 10 minutes.
It could fit into the 9 slot for ambushers.... and i dunno about Taliban Riflemen, do they have incendiary grenades? I don't think they do... |
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#8 |
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Just a few minutes ago, I did about 25-30 Teamkills and 0 Kills on Fallujah only using grenadetraps and mines. When I was really pissed off and kind of *told* the guy who was about 10 of my TKs to just watch out (especially in a caches location) and maybe just read the warnings I typed in the Chat. Then I got kicked. The guy was also telling me, to place more markers on my mines, but as far as I know (and I tried to place a few markers) you can only place ONE marker at all (which I found out when I tried to place more).
I'm sorry Devs, but such (sorry but I can't describe them in another way) retarded dumbasses make it impossible to use the mines without any kind of warning for friendlies. |
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#9 |
![]() Join Date: Jun 2008
Posts: 479
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Maybe it would be possible to add a "hartbeat" sound or something similar when your close to friendly trap.
This way when moving slow it would be ovious that there are mines nearby but it would not be another marker in the hud. This way armored vehicles would also be immune to the system and people would still have to be carefull where they place their mines |
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BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
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#10 |
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Nagard your the dumbass rule nr 1 is not to put it near a chace as its always crawling with friendlies there, you have to put them other places. Trap wire a house your holding etc, trapwiring a abandoned alive hummer is also a winner.
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People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
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| Tags |
| add, and or or, fh2, grenade, mines, sign, traps, warning |
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