BF2 and claymores

Ike0069

Diamond Member
Apr 28, 2003
4,276
2
76
Is it just me, or did they drastically increase the kill and detonation range of these damn things with the latest patch.

Playing all weekend, I got so frustrated by these claymores. Several times I'd come up on a claymore and stop completely. It doesn't blow, then I move directly backwards away from it and it blows, killing me and anyome close to. Or, many other times someone would run into one near me and it would kill me also. The kill and detonation range seem to have been greatly extended over the original game. I didn't play very much on patch 1.3, so it could have been changed with that patch.

As it is, this is ruining the game for me. I normally play infantry only maps, especially ones with no vehicles, so running into claymores 20 times a round starts to become really retarded.
 

lozina

Lifer
Sep 10, 2001
11,711
8
81
yeah actually i noticed some new behavior of claymores as well. the range seems to be higher and they are more randomness in triggering. the increased range is a real bitch

also i noticed anti tank rockets seem to re-load slower which is another source of frustration

and this one's a stretch but it seems like commander artillery recharges faster so they can fire it more frequently but that might just be my bias against artillery (probably the only feature to BF2 I hate)

 

Auric

Diamond Member
Oct 11, 1999
9,591
2
71
The question is how are you getting so close without seeing it if it isn't around a corner (damn the lack of peek function)? It's not like they can be hidden as in RL or even in mods like PoE2 with adequate shrubbery. My advice is to slow down, disarm those you can as an engineer, and stay in squads where the leader hangs back so getting killed isn't such a loss since the ranked standard respawn time is almost instant.
 

duragezic

Lifer
Oct 11, 1999
11,234
4
81
Yeah man those are so annoying... it's BS. I haven't noticed them changed really in 1.4 but I've hated them the whole time since you could no longer blow them up. And the servers where friendly claymores hurt you, wth are they thinking?? I can be walking up some stairs and have some a-hole just drop one right in front of me. I end up getting trapped or have to jump off somewhere if I dont wanna die.

I really hate the behavior of them. I turn a corner and see one, hell am extremely close to stepping on it, yet stopped in time, I start to back away and it blows. Other times I see it well in advanced and make every attempt to get around it, stay pretty far away, yet it blows when I'm not even that close to it. What an awesome implementation.

I didn't realize an engineer could disarm them, but how common are engs in mostly infantry maps? Plus with their randomness I'd probably die 10 times before I could disarm one. Now in an ideal situation you're with a squad where there is always a medic, so when you lose a squad member or two to claymores, you can get revived in a few seconds. But rarely is that the case.


Now, if what you guys are saying about the AT weapon and arty, that just sucks! The AT weapon isn't overpowering one bit so why make it worse? And for the arty, like its not a constant bombardment as it is. Some rounds I totally dedicate myself to blowing up their POS artillery.
 

Schadenfroh

Elite Member
Mar 8, 2003
38,416
4
0
They should kill your own teamies if they step on them, I dont like snipers laying a turd everywhere they go.
 

Ike0069

Diamond Member
Apr 28, 2003
4,276
2
76
Originally posted by: Schadenfroh
They should kill your own teamies if they step on them, I dont like snipers laying a turd everywhere they go.

I actually agree with this. Turning off friendly mine damage just opens up snipers to run around laying claymores everywhere when they know they will not receive any TK's for this. It seems as though many snipers are not even sniping anymore, just running around dropping claymores, then find more ammo to resupply, and repeat.

On a map with no vehicles, engineer is a complete waste. You need medics and spec ops and a resupply in squad and you are set. The problem with the claymores is that the damn kill radius is so big it can esily take out a few players that aren't even really that close to each other.

One example of complete BS:
Yesterday on Karkand, heading up to the farthest north flag. You go up the steps and there is a brick wall on a small hill with an opening in it. I saw the claymore thru the opening while never even going up to the wall (I would say I was about half way up the small hill, still several feet back fromthe wall). I then proceeded to run around the wall, the claymore immediately triggered and killed me apparently thru the opening. So how did I trigger it if it was on the other side of a brick wall? Just retarded.
 

Ike0069

Diamond Member
Apr 28, 2003
4,276
2
76
Originally posted by: duragezic
I really hate the behavior of them. I turn a corner and see one, hell am extremely close to stepping on it, yet stopped in time, I start to back away and it blows. Other times I see it well in advanced and make every attempt to get around it, stay pretty far away, yet it blows when I'm not even that close to it. What an awesome implementation.

This describes it perfectly. The detonation range seems to be random, but yet still way too large.