We all remember the old mines, nine times out of ten some noob would spawn out of nowhere and TK themselves on your claymores. AT mines would simply be shot and destroyed by enemy tanks. EA attempted to fix this by making mines both smart and invulnerable.
But now a new problem appears, Snipers running around planting claymores everywhere because they guarantee a free kill because, 1: they can't be tripped by friendlies and; 2: the enemy can't do anything to disable the claymores (unless an engineer happens to spawn behind the claymore...and we know that will never happen).
The same problem occurs with AT mines. ENgineers place mine at every to prevent enemy vehicles from getting near a base.
It has gotten to the point where you can't take 3 steps in the streets of Karkand, the stairwell of the TV station, the narrow corridors of Iron Gator, or the halls of the Palace on Warlord, without being killed by a claymore that you can't pass.
The error of EA's ways is that they attempted to fix both mines with the same solution. This is how I believe that the mines should be fixed in the next patch (EA is probably working on a new one to fix all the bugs they added to the server list.)
CLAYMORES
Being an area of effect weapon that triggers whenever something moves infront of it, this mine caused the most TK's. These mines should remain smart in order to prevent noobs from always detonating them, however, these mines should once again be destructable by grenades in order to allow an observant squad to identify and neutralize the mine and proceed forward.
AT MINES
AT mines are a different story, most armored vehicles do explosion damage and could easily destroy a mine. Therefore AT mines should retain their invulnerablity to force armor drivers to go arround or disable the mines with a wrench. Since the AT mine can only damage a vehicle that touches it directly, they are comparatively easier to avoid than claymores and should lose their smart traits (can TK friendlies if you place them poorly).
These are my thoughts....let the flame war begin....
But now a new problem appears, Snipers running around planting claymores everywhere because they guarantee a free kill because, 1: they can't be tripped by friendlies and; 2: the enemy can't do anything to disable the claymores (unless an engineer happens to spawn behind the claymore...and we know that will never happen).
The same problem occurs with AT mines. ENgineers place mine at every to prevent enemy vehicles from getting near a base.
It has gotten to the point where you can't take 3 steps in the streets of Karkand, the stairwell of the TV station, the narrow corridors of Iron Gator, or the halls of the Palace on Warlord, without being killed by a claymore that you can't pass.
The error of EA's ways is that they attempted to fix both mines with the same solution. This is how I believe that the mines should be fixed in the next patch (EA is probably working on a new one to fix all the bugs they added to the server list.)
CLAYMORES
Being an area of effect weapon that triggers whenever something moves infront of it, this mine caused the most TK's. These mines should remain smart in order to prevent noobs from always detonating them, however, these mines should once again be destructable by grenades in order to allow an observant squad to identify and neutralize the mine and proceed forward.
AT MINES
AT mines are a different story, most armored vehicles do explosion damage and could easily destroy a mine. Therefore AT mines should retain their invulnerablity to force armor drivers to go arround or disable the mines with a wrench. Since the AT mine can only damage a vehicle that touches it directly, they are comparatively easier to avoid than claymores and should lose their smart traits (can TK friendlies if you place them poorly).
These are my thoughts....let the flame war begin....
Last edited by the_ubernoob_ (2006-05-25 15:18:59)