Deadly Claymores

Executive Officer
Wrath-BRIG-'s picture

If we get the notion to make claymores deadly for friendlies as well as enemies, we can add the following to our weaponcontrol.cfg:
set scr_claymoredebug "1"

And with the indicators removed in the extreme_wrath mod, we should see less run and gun, and more communication between players. Much like when we had tripwires set that way on our CoD server. People will complain at first (because it's a change that will kill them) but they'll get used to it and learn to kie it just like they did in CoD2.

Oh Yeah... This also makes the "Bombsquad" perk more valuable. ;-)

-=w=-

Interesting, lets get the

Interesting, lets get the other changes into effect and working properly before we move to that, but you are right, we did it in cod2.


Sage-BRIG- THE WAR GOD

Cowboy-BRIG-'s picture

rgr

yes I think claymores should kill everybody. Which will hurt me, because I seem to find them all any way.LOL but would make people start looking at where they go. Will the red lines still be their too? I would like to see them gone.




Wrath-BRIG-'s picture

I'm not certain, but I don't

I'm not certain, but I don't think there will be any indicators at all. Could slow down the game a bit and cause folks to be more tactical and less pure-run and gun. I hate servers that sy you can't do that. I don't mind it when people occasionally shoot from the hip as long as the game penalizes them by affecting the accuracy. I know that with the machine guns I sometimes don't like to take the time to bring the weapon up because it's slow. I have a better chance of surviving if I shoot from the hip. Again, I'm not talking about constantly running around like that, I just mean like when you have dart out of a room or across a known killzone.

Anyway, I'm glad that you guys are receptive to the idea of more realistic clays.

-=w=-


I agree i would like to see

I agree i would like to see the red lines gone, and i could care less if the claymores kill friendlies....it just makes the game more tactical (which is should be).

TxSniper-BRIG-'s picture

I Disagree

I Disagree with clays killing friendlies, because in real life you would know where the clays are set up and would avoid them. That would be too complex to communicate in this game setting. I do however agree with Cowboy that any type of indicators (both foe and friendly) should be eliminated. That alone would slow down the run and gun. If we can I'd like to try that first. It puts a new twist to the game. Do you set up your clays near your spawn or defending bombsite alone, so they aren't shot by friendlies (because you won't know if they are friendly or foe without the indicators).... or do you set them up on the enemie's side so they'd think they are friendly clays and let their guard down. Do you shoot every clay you see and take away some defense to save yourself from blowing up? Maybe take away all indicators unless you have the Bomb Squad Perk.

Think about this... you carry a bomb to a second floor room to clear some foes out of the area before going to bombsite to plant. You plant some clays near corners and stairways (and we all plant them in the best locations so that they aren't shot by the enemy). Now you get shot and the bomb is left upstairs. Your teammates have to either one sacrifice one person to eliminate the clay or waste a flashbang or nade to eliminate the clay. What do you do if you're the last one and you have no flashbang or nade to clear a room?


TxSniper Texas - where everything's bigger!!!

Tx has a good point, if we

Tx has a good point, if we were a squad in real life we would know where they were planteed, and this is not the same setting and the communication will never reach the level needed to know what all the guys are up to. The bombsquad perk is a great way to combat that also. Maybe we should eliminate the warnings--lol and see if we use the bomb squad perk more before we make it kill friendlies. I know if we make it kill friendlies, it will kill us a lot. If we begin traveling together like we used to, as fireteams, we could lose two guys of one team to our own clays, and heaven forbid having a non brig on our team with clays, we could lose half the team. Food for thought, lets test a few things and see what we like and dont like. I want it to be realistic, but not at the expense of fun as we already discussed. Thanks for chipping in Tx.


Sage-BRIG- THE WAR GOD

Wrath-BRIG-'s picture

This is great stuff guys,

This is great stuff guys, Keep it coming. I do want to add though that I can tell you from personal experience, you don't always know where your on squad's clays and other booby-traps are. That's another reason you don't see much runNgun in a real combat area. lol Cause the guys that do that shit get weeded out real quick-like.

By the way. It is in fact possible to communicate where clays are in a game setting. But lots training and practice will be required. Example: "Be advised... Friendly claymore. Ruined house in Southeast Corner of map. Ground-floor facing north entrance." Does communication like this take time? Absolutely. But it also requires battlefield awareness that a lot of people lack. Which end is north? South? I'm constantly amazed at how many folks don't know which way the map is oriented, which way they are moving, facing, firing, etc. When operating anywhere a soldier will go to great lengths to maintain his bearings as not to wander into a kill-zone or impact area. We actually have an advantage in the game though. Unlike real combat, EVERY soldier in this game is issued a map and a GPS to show the location of friendlies. We really should be able to do this with some practice. I know that the first thing I do when I firs spawn in a game is seek cover co I can check the map to get my bearings. I can't be much help to my team If I can't effectively tell them about enemies and friendlies on the field. Anyway... Like I said. It won't be easy. You guys may not even be interested in it. But I know if we were to increase our ability to communicate effectively, we would become even more formidable that we already are. We have some of the most talented shooters in the game, Sage, Cow, Napalm, Prey, Zer0, just to name a few. But what would REALLY set us apart would be if we could operate tactically. And that takes effective battlefield communications. ok shuttin' up now. lol sorry for the lecture. lol
-=w=-


I haven't weighed in on it

I haven't weighed in on it as I'm on the fence. I would love to do away with the red indicators and the tags for them to make it more realistic. But I keep wondering if we go that far, will people shy away after they have been killed a few times? I know on COD2 you have friendly claymores and had the choice to not have them, frequently we would lose a teammate because of them, but it always gave a warning as you approached. If you were running you were dead anyway, but moving tactically you could stop and retreat. I have read all the comments, my vote is to do away with the red beams if we can, but still give a friendly warning tag to them and make them deadly to anyone that doesn't heed it, friend or foe. Is there a way to put a timer on them, so you could plant them, then move out ahead of them without blowing a new hole in your ass? I liked that about cod2 - you could plant it, then move out to cover your path if you died. I know these are active once they hit the ground, you wouldn't be able to direct them properly and still advance. I would lean towards no team kills with them if we couldn't do a timer. Would make it a pain if someone was able to move to a perimeter quickly and plant clays, you wouldn't be able to move past them to work towards an objective and would be stuck behind them or you would have to blow them and waste them to move by. I'm thinking of the B target at the helicopter map, someone plants clays quickly out of spawn to cover B, you wouldn't be able to move up the alley, you'd have to go through the building or around, putting you in the path of snipers and enemy's that are advancing.

I do like TxSnipers idea, you could take away all indicators of them, but have them not kill friendly's. So you have to guess and see if you don't have bomb squad on if they are directed at you or the enemy and if you have bomb squad, you can see where they are.


I agree on the clamore take

I agree on the clamore take out the red indicator


MESS WITH THE BEST DIE LIKE THE REST

JJ-BRIG-'s picture

Destroy the red

Destroy the red indicator(This helps build team communication), let it kill friendlies(lay a clay + describe location= if you blow yourself up? -the thought was to have listened to instruction from the clay setter and if someone forgets to inform when clay is laid or location then they can be punished by being frowned at? ...lol


IF they aren't found on the end of Sage's blade, They are going to wish they were~!

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