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Showing results for tags 'mine'.
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Why have we not had anti-personnel mines in game? it's quite easy to create this asset, but that would change the gameplay for the better. For example, letting for a raider class have 2 such mines, this would not lead to a meat grinder, but would help protect the FOBs. Is there ethical reason as with VBIED trucks or what?
Ok so on thing that has bugged me since the release of IEDs And mines is that they both completely destroy anything and kill anyone who hits them. MAT-Vs and other MRAPs are specifically designed to resist a mine explosion. That's not to say the vehicle is not damaged, but the passengers should not be killed instantly. I'm thinking rather than having just two vehicle states (functional/destroyed) there should be a disabled state where the vehicle can take damage and become immobilized while the passengers are still alive inside. Then that could also make a repair vehicle applicable, or you could just have a logi truck act as a mobile repair station. Edit: Right after I posted this thread I realized it's in the website feedback section and I meant for it to be in the feedback and suggestions section. Sorry. If this thread is removed or relocated I will understand.
XAHTEP39 posted a topic in Feedback & SuggestionsHello, comrades ! I know, that R-DEVs have too many works and I am sure, that R-DEVs have plans about AP-rifleman class (like a PR class). In this topic, I suggest to discuss realisation AP-rifleman kit for both conventional and unconventional factions and write my vision of AP-mines in SQUAD . Firstly, I note, there is Ottawa Treaty ("anti-AP-mines") , but many counties in "Ottawa" save AP-mine storage, moreover, some big countries don`t join to "Ottawa" (RF, USA, China, India, Pakistan, Iran, Egypt, Lybia, Syria...) Also it is important , that AP-mine is very simple construction and using, so the renewal of production can be fast, if it is necessary for armed conflict. There are three common types of AP-mine: 1) "press activation" , step foot directly on mine for blow up, hit only one person, very lightweight (<0,5 kg). 2) "tripwire" , touch wire near mine for blow up (basically, "tripwire-mines are bouncing-mine) , can hit several persons around, heavyweight (~2-5 kg). 3) "guided" , remote-operated by watcher which command blow up from cover (also can be "tripwire"), can hit sevearal persons in sector , enough lightweight (~1,5-2 kg). I) Unconventional factions (Militia, Taliban and for future Iraq, Syria, Africa, Gaza, Lebanon insurgents). AP-rifleman is a squad-limited kit (like a G3 kit / AKS-74 with optics / LAT kit ... ) , becouse AP-mine is essential part of ambushs - common tactics of unconventional faction. - "Press" mines: PMN-1 (weight=0,55 kg, minimum 3 min for "save-to-armed" mode after planting), PMN-2 (weight=0,4 kg, minimum 0,5 min for "save-to-armed" mode after planting) , it is VERY simple and wedespread mines, exported and copies produced in many coutries. - "Tripwire" mines: POMZ-2 (weight=2,3 kg, radius of guaranteed lethal~7 m, wire lenght=max 4 m, minimum 3 min for "save-to-armed" mode after planting) , POMZ-2M (weight=1,77 kg, radius of guaranteed lethal~6 m, wire lenght=max 4 m, minimum 3 min for "save-to-armed" mode after planting) - it is VERY simple and wedespread mine, copies (especially Yugoslavian) produced in many coutries , OZM-3 (bouncing, weight=3 kg, radius of guaranteed lethal~10 m, wire lenght=max 5 m, minimum 3 min for "save-to-armed" mode after planting) , OZM-4 (bouncing, weight=3 kg, radius of guaranteed lethal~14 m, wire lenght=max 10 m, minimum 3 min for "save-to-armed" mode after planting) . ... there are similar copies of OZM-3,4 AP-mines. - "Guided" mines: MON-50 (weight=2 kg, radius of guaranteed lethal~30 m, frag-sector=54 deg, minimum 50 sec for "save-to-armed" mode after planting). Note: can be "tripwire" - wire lenght=40-65 m. II) Conventional factions AP-rifleman is a team-limited kit (like a HAT kit ... ) , 2 kits per full team , becouse ambushs is a not common tactics of conv. factions in SQUAD, mainly AP-mine should use for defence key-positions . a) RF - "Press" mines: PMN-3 (weight=0,6 kg, minimum 7 min for "save-to-armed" mode after planting, self-destruction after min 12 hours) , very rarely mine , because has simple electronics inside , PMN-4 (weight=0,3 kg, minimum 1 min for "save-to-armed" mode after planting) . - "Tripwire" mines: OZM-72 (bouncing, weight=5 kg, radius of guaranteed lethal=minimum 25 m, wire lenght=max 30 m, minimum 3 min for "save-to-armed" mode after planting) . - "Guided" mines: MON-50 (weight=2 kg, radius of guaranteed lethal~30 m, frag-sector=54 deg, minimum 50 sec for "save-to-armed" mode after planting). Note: can be "tripwire". b) USA (for other future NATO-factions can be use US or self-produced mines) - "Press" mines: M14 (weight=0,1 kg, without timing "save-to-armed" mode after planting) , widespread mine, many copies and produced in many countries. - "Tripwire" mines: M16/M16A1/M16A2 (bouncing, weight=3,74 kg (A2=2,84 kg), radius of guaranteed lethal~20 m, wire lenght=max 10 m (in one side), without timing "save-to-armed" mode after planting ), also has "press" activation. - "Guided" mines: M18A1 "Claymore" (weight=1,59 kg, radius of guaranteed lethal~30 m, frag-sector~60 deg, without timing "save-to-armed" mode after planting). Note: can be "tripwire". "Tripwire" method for "Guided" mines (MOH-50/M18A1): It is necessary to discuss: - How much AP-mines and types of AP-mines can carry AP-riflemans (unconv./conv.) ? - How much the number of active AP-mines per one AP-rifleman? 5? 10? Various for different type? - Maybe be able to mix different types of AP-mines for one kit ? - Maybe std/alt AP-kits (like PR) for AP-riflemans with different types of mine? III) AT-mines for conventional factions Combat engineer (sapper) is a team-limited kit (like a HAT kit ... ) , 2 kits per full team , becouse ambushs is a not common tactics of conv. factions in SQUAD, mainly AT-mine should use for defence key-routes. RF : TM-62, US : M15 or M19, GB : Mk.7, GE : DM21. Only 1 mine would be to carry by sapper, becouse AT-mine is heavyweight (9-13 kg) , after planting AT-mine sapper need ammo-crate for reloading. Also sapper should to carry some (~5 items) lightweight (~200 g) distance explosives for blow up enemy (or friendly, if it is necessary) AP-mines or AT-mines. P.S. All names of mines in this post is canonical, so you can to find them in Wikipedia, for example. But I was guided by russian-language sapper-database, which contents many descriptions of many mines - http://saper.isnet.ru/index-mines.html
The title says it all. It would fit the faction much better than IED's (not saying they don't use them). And maybe increase the amount of active mines to 4, but leave INS at 3 (they still have those IED's) + Fingers crossed for AP-mines.
My suggestion included modular improvised explosives and the devices to initiate them. Opfor. Will be able to choose a loadout at a cache or bombfactory that includes the size and type of explosive, intiation device(pressureplates or command wire..). The power source will be bundled with the intitiation. the type of device can be placed through a command prompt in a doorway or window for example. when you are close to a door you can rig it with a 15lb charge and a pressure release switch. Or place a pressure plate in the doorway etc. Leaving a disturbed ground texture or a decal of your choosing.. a rug or maybe just a piece of cardboard. Situation would dictate. so if you bury 50lbs of charge in a roadway it will show as the decoy object you pick and you can run command wire to a hideout. I Do not really know how realistic the command wire could be modeled but if it is too complicated. have a set of wires run out of the ground and towards wherever the sapper places the intition device. So if it is found the blufor can notionally follow the line. bluefor. Blufor will have access to a vallon or other metaldetecting device, explosive charges and a toolset to disarm these devices when found and to assist his unit in a patrol. when moving and having the detector equiped he will sweep it left and right while watching his hud and listening for detection squeels. he can drop babypowder or use spraypaint to mark the safe path and mark possible ieds or where to avoid. this detector and units skillset will include a better knowledge of traps and ieds. So he will be able to use the detector on doorways,walls, debris,and windows in a searching prompt to try and detect a device. If found he can place a limited amount of charges or attempt to reveal the bomb and disarm it. Giving the blufor team intel on a cache or bombfactory. There is so much possible with this its hard to explain it all. Seeing how a vast majority of the fighting in a asymetrical battle depends on using these to balance the battle I would love to see attention to detail in this subject. I Apologize for my poor grammer and mispellings And if any of this has been brought up already. Please tell me any opinions and ask any questions. I personally spent 6 months as a minesweeper on minor ops in 2009 and 7 months as a explosive detection k9 handler in 2010 on a daily basis. Afghanistan both times. Ok guys. Fire away.
well this might be just me but from my experiences i have never felt mines and IEDs of their sort have been effective in PR as they would IRL. Mines and IEDs serve the purpose of area denial but this is hardly achievable in PR. there have been many times when i was an insurgent sapper waiting somewhere to trigger my mines for 15 minutes just to be killed while breaking cover for a second wondering why nothing ever comes my way. An idea i have that might make mines more viable as an area denial would be to give commanders the power to set mine fields. this would be an ability available only for insurgent commander. the insurgent commander would get a cool-down ability(30 mins?) which would allow him to lay down an IED field of specific kind (AP or AT) with a medium spacing between each and a set amount of IEDs. this would make area denial for insurgents a more viable tactic allowing easier ambush. in Addition it would relieve insurgent sappers from trying to lay mines every where just to be shot leaving 5 mines which would be never activated due to kit loss. and here comes the balancing part. The BLUFOR commander would get instead a cool-down ability (15~20 mins) which would basically detect mines at a certain radius. this ability would mark only mines which were in the radius and it would take around 2~5 mins to receive (mark) the intel. this might lead to the introduction of minesweeper role, making the breacher more viable (giving him a minesweeper as kit customization?), and/or making the engineer a more viable role and possibly a necessity for armor crews. this would also make gameplay a lot more tactical on both sides making insurgents consider ambush routes, and BLUFOR consider possible ambushes a more tactical approach to caches and a lot more communication on both sides with command making him more useful. i know there is a lot more balancing i haven't discussed but if i sat here to write them all i would miss my launch so i want to know what you guys think and what possible balancing should be applied.