[Deployable] Razor wire & Tank traps

Feli06
Posts: 50
Joined: 2008-08-03 10:53

Re: [Deployable] Razor wire & Tank traps

Post by Feli06 »

It would be cool if the SL could place the razor wire like in 0.8 and to add tank traps the squadmembers just have to go to the wire and use their shovels to build them...

i hope you understand what i mean, the "unbuilt" asset would be the razor wire only, and the "built" asset would be the wire with the tank traps like on the pic at the 1st post :)
Maniac302
Posts: 105
Joined: 2008-10-15 21:56

Re: [Deployable] Razor wire & Tank traps

Post by Maniac302 »

I'm still waiting for that SL tool to remove wire and things that don't appear where you are looking.

(Your teams assets only, of course. Makes up for game flaws)
The beatings will continue untill morale improves. :fryingpan
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: [Deployable] Razor wire & Tank traps

Post by DesmoLocke »

Maniac302 wrote:I'm still waiting for that SL tool to remove wire and things that don't appear where you are looking.

(Your teams assets only, of course. Makes up for game flaws)
As it is now, you just have to use a .50 cal to destroy undesired wire.

This guy's video is really good. Project Reality razorwire tutorial
[WEGAME]http://www.wegame.com/watch/Project_Rea ... _tutorial/[/WEGAME]
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PR player since 0.5 (Feb 2007)

sentinel
Posts: 110
Joined: 2008-07-29 16:19

Re: [Deployable] Razor wire & Tank traps

Post by sentinel »

'=[PS wrote:=Ihrocks;881771']I must say id like it better if it was a left click razor wire / right click tank trap but this is still pretty... pretty badass
Yes it would be a good idea, because sometimes letting just the inf to an area is a good thing, right to the sights of HMG. Too bad the isn't enough space in the comrose. Maybe you could replace repair/or move from the comrose since you can place it in the map screen.

Have you noticed that you can stand on the current razorwire? Weird.
"- Jackson_Action"
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [Deployable] Razor wire & Tank traps

Post by Spec »

Just the inf? Inf cant get through either without engineer.

And HMG vs Tank = Fail I'd think :p (Though you could set up a TOW Humvee or an own tank or whatever, so you still have a point)
sentinel
Posts: 110
Joined: 2008-07-29 16:19

Re: [Deployable] Razor wire & Tank traps

Post by sentinel »

Spec_Operator wrote:Just the inf? Inf cant get through either without engineer.
I meant that the idea of tanktraps is to let the Infantry pass, but stop vehicles. I would place where vehicles cant go to destroy them. Maybe the engy car could drop these individual tanktraps from the back, or deployable by SL allowing more creativity in building fortifications. No just an instant block-it-all-wall like this one. And if vehicles going through wire is too weird for you, add few iron bars on it and make it destruct if vehicle rams it on high speed.

Yes, here is a good idea. Tanktraps droped from the back of the engy car, highly resistant to damage, but they can be dismantled with the wrench. Since they actually have nuts and bolts if not welded.
"- Jackson_Action"
ReapersWarrior
Posts: 157
Joined: 2007-05-05 21:21

Re: [Deployable] Razor wire & Tank traps

Post by ReapersWarrior »

is a tank trap really going to stop a Challanger 2 or Abrams?
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Deployable] Razor wire & Tank traps

Post by CodeRedFox »

ReapersWarrior wrote:is a tank trap really going to stop a Challanger 2 or Abrams?
It will in game ;-)

No need to argue about if or if it wouldn't. They have been added and at least in testing have worked really well. These are uses as a overall denial asset. No need to break them up.
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"apcs, like dogs can't look up" - Dr2B Rudd
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: [Deployable] Razor wire & Tank traps

Post by jbgeezer »

Is it posibble for anyone on the opposing team to destroy the tank traps?
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Deployable] Razor wire & Tank traps

Post by CodeRedFox »

opsec for now :-P
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"apcs, like dogs can't look up" - Dr2B Rudd
sentinel
Posts: 110
Joined: 2008-07-29 16:19

Re: [Deployable] Razor wire & Tank traps

Post by sentinel »

[R-DEV]CodeRedFox wrote: These are uses as a overall denial asset. No need to break them up.
Yeah you are right, you can always leave a small space or place it sideways if you want to let infantry in. More simple this way.
"- Jackson_Action"
ReapersWarrior
Posts: 157
Joined: 2007-05-05 21:21

Re: [Deployable] Razor wire & Tank traps

Post by ReapersWarrior »

how bout a tank round to it? will that destroy it?
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: [Deployable] Razor wire & Tank traps

Post by DesmoLocke »

I imagine they can be destroyed...how though, I haven't the slightest idea.

I still see squad leaders misplace the current razor wire. :roll: I usually refer them to this awesome video by CharityCase over at WeGame.
Project Reality razorwire tutorial
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PR player since 0.5 (Feb 2007)

sn1p3rslippinz
Posts: 58
Joined: 2008-05-29 00:21

Re: [Deployable] Razor wire & Tank traps

Post by sn1p3rslippinz »

I imagine they can be destroyed...how though, I haven't the slightest idea.

I still see squad leaders misplace the current razor wire. I usually refer them to this awesome video by CharityCase over at WeGame.
Project Reality razorwire tutorial
Off topic -

Thanks for the link desmo, never knew how quite to deploy razor wire properly. Now i do !! :D

On topic -

This looks great :D Still interested to find out how they can be destroyed.
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