Rifleman AP changes

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Bzdziuch
Posts: 12
Joined: 2020-05-01 00:41

Rifleman AP changes

Post by Bzdziuch »

1. I noticed that now some factions carry 2 claymores each (4 in total) while some carry only 1 of each kind (2 in total).

Could we give the rifleman AP 4 claymores in total for every faction? Reason: noone uses the kit and it's impossible to set up an ambush/defense with only 2 mines which you have to separetly detonate.

2. Additionally would it be possible to increased the damage dealt to unarmored vehicles (trucks, technicals etc.)? Currently claymores can sometimes kill the passengers if you are lucky while barely dealing any damage to the vehicle itself.

3. One more quality of life improvment would be adding a little color strip to the claymore model so that you can tell which one is where after you deploy them (I always forget)
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bad_nade
Support Technician
Posts: 1373
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Location: Finland

Re: Rifleman AP changes

Post by bad_nade »

Bzdziuch wrote:1. I noticed that now some factions carry 2 claymores each (4 in total) while some carry only 1 of each kind (2 in total).

Could we give the rifleman AP 4 claymores in total for every faction? Reason: noone uses the kit and it's impossible to set up an ambush/defense with only 2 mines which you have to separetly detonate.

2. Additionally would it be possible to increased the damage dealt to unarmored vehicles (trucks, technicals etc.)? Currently claymores can sometimes kill the passengers if you are lucky while barely dealing any damage to the vehicle itself.

3. One more quality of life improvment would be adding a little color strip to the claymore model so that you can tell which one is where after you deploy them (I always forget)
Resupply your kit from the nearest ammo supply, grab your detonator, right click to switch back to the fresh claymore you just resupplied, place it somewhere. Repeat.
Bzdziuch
Posts: 12
Joined: 2020-05-01 00:41

Re: Rifleman AP changes

Post by Bzdziuch »

Ok but why is there a discrepancy in the ammount of claymores between factions?
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bad_nade
Support Technician
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Joined: 2008-04-06 18:26
Location: Finland

Re: Rifleman AP changes

Post by bad_nade »

Bzdziuch wrote:Ok but why is there a discrepancy in the ammount of claymores between factions?
Why they should be equal? Asymmetry is one of main design goals of this game and it can be seen everywhere, not just in kit loadouts.
WingWalker
Posts: 349
Joined: 2020-04-09 21:03

Re: Rifleman AP changes

Post by WingWalker »

Bzdziuch wrote:Ok but why is there a discrepancy in the ammount of claymores between factions?
Reality.
W.W.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Rifleman AP changes

Post by Rabbit »

WingWalker wrote:Reality.
You want reality it wouldnt be in the game then. Shit is super efficient while being super inefficient. Most soldiers now a days dont learn how to implement it due to the preceding explanation.
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K-Massive
Posts: 19
Joined: 2009-06-07 16:53

Re: Rifleman AP changes

Post by K-Massive »

Did some testing with the rifleman AP command detonated mines, and the damage and/or range feels a bit weak to be actually useful...

Following measurements facing the mine as the 3D marker gives you distance:

33 meters = instant kill
36 meters = heavy bleed
~40 meters = 1 patch sufficient for healing

33 meters is also the distance you can throw frag grenades standing still, not jumping no circus tricks. To me that feels kind of disappointing

Maybe double or 2,5 times multiply the deadly/wounding distance?

Didnt test the damaging on unarmored vehicles but they should do serious damage to them aswell.
PotatoLord
PR:BF2 Contributor
Posts: 69
Joined: 2020-11-17 15:23

Re: Rifleman AP changes

Post by PotatoLord »

In real life the lethal range of a claymore extends up to 50 meters and wounding extends up to like 100, I feel like that would be a fair buff considering the claymore is even weaker than insurgent IEDs in terms of effectiveness right now
VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Re: Rifleman AP changes

Post by VTRaptor »

I think claymores were actually nerfed few patches ago, even though nobody used them.
K-Massive
Posts: 19
Joined: 2009-06-07 16:53

Re: Rifleman AP changes

Post by K-Massive »

VTRaptor wrote:I think claymores were actually nerfed few patches ago, even though nobody used them.
At the moment they are pretty much useful only in certain large building interiors :wink:
puffkiller
Posts: 59
Joined: 2021-09-15 11:17

Re: Rifleman AP changes

Post by puffkiller »

claymore are usually used as a last defense near the cache. It is very effective, but the amount of equipment is too small. If no one reports information, defense may fail.

If tools numbered 4-7 are replaced and four types of claymore are placed, it will improve fault tolerance.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
Joined: 2011-07-20 10:02

Re: Rifleman AP changes

Post by rPoXoTauJIo »

If anything, i'd have AP kit replaced by something useful, like antimaterial rifles\tubes, but we're missing some pieces before that(CG curse).

Buffing claymores damage radius will probably make people stack it to damage vehicles, not sure if this is desired effect to make AP rifleman more used.
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Time to give up and respawn.
ismaelassassin
Chilean Forces 1978 Faction Lead
Posts: 192
Joined: 2017-11-20 18:40

Re: Rifleman AP changes

Post by ismaelassassin »

what about just extending range?
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mries
Posts: 471
Joined: 2013-06-30 16:16

Re: Rifleman AP changes

Post by mries »

Would be nice to have the russian and militai (and perhaps mec/arf/hamas) AP to have the RPG with the anti-inf round. Gives a unique new role both faction and strategy wise.

That RPG AP round has been made isnt it?
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Grump/Gump.45
Posts: 501
Joined: 2018-12-15 21:35

Re: Rifleman AP changes

Post by Grump/Gump.45 »

According to Larry Grupp (May 1993) Book: Claymore mines, Their History and Development and https://www.globalsecurity.org/military ... aymore.htm

These fragments are moderately effective up to a range of 100 m (110 yd), with a hit probability of around 10% on a prone man-sized 1.3-square-foot (0.12 m2) target. The fragments can travel up to 250 m (270 yd). The optimum effective range is 50 m (55 yd), at which the optimal balance is achieved between lethality and area coverage, with a hit probability of 30% on a man-sized target.

So 250 meters should be maximum range with less than 10% chance of being hit, the claymore needs to fire like a shotgun on 60 degree arc. The pellets needs to make acoustic whizzing with snapping sound for flying and impacting. Give visual feedback.

Distance should not determine damage done within 100 meters, limbs, torso and head. Only after velocity slows significantly should damage to body hitboxes decrease.

People at 100 meters with 10% hit chance while prone, 20% crouched and 30% standing. Add 10% chance for each body position for every -10 meters down to 50 meters which should be 100% chance within its arc. Chances should be actual projectile based, just make impacts produce less graphic debris than the current buckshot since there will be 700+ balls flying.

Prone / crouched / standing at 100M=10% / 20% / 30%
------------------------------------90M=20% / 30% / 40%
------------------------------------80M=30% / 40% / 50%
------------------------------------70M=40% / 50% / 60%
------------------------------------60M=50% / 60% / 70%
------------------------------------50M=60% / 70% / 80%
------------------------------------40M=70% / 80% / 90% \:::::::::::/
------------------------------------30M=80% / 90% /100% \::::::::/
------------------------------------20M=90% /100% / 100% \::::::/
------------------------------------10M=100% / 100% /100% \:::/
-------------------------------------0M=100% / 100% /100% {_}
Last edited by Grump/Gump.45 on 2023-07-31 13:01, edited 1 time in total.
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