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-Chapman- February 21st, 2004 10:05 AM

Mines
 
Is it possible to keep the mines were they are, after the person who layed them died? because it would add more realisim to the game and it would be more fun.

Please say what you think about it,

Thanks!

Uncle_Sam February 21st, 2004 10:07 AM

Re: Mines
 
Well, if they did. Then there would be around 700 mines all over the map by the rounds end.

Sputty February 21st, 2004 10:20 AM

Re: Mines
 
IMO, mines should be restricted to vehicles but that being said mines should dropped in squares of 4 to make it possible to set up a true field

Uncle_Sam February 21st, 2004 10:35 AM

Re: Mines
 
Quote:

mines should dropped in squares of 4 to make it possible to set up a true field
I like that, nice thinking.

striderx2048 February 21st, 2004 10:41 AM

Re: Mines
 
except they are anti vehicle mines not personal

Dee-Jaý February 21st, 2004 10:56 AM

Re: Mines
 
Maybe you should increase the time they stay after you die by quite a bit. But permanently would be a bit long.
Maybe they should stay up to 10 min or so.
I don´t like the idea of placing them in packs of 4, becaue it might be hard to mine bridges then (main purpuse), and I also like placing then on vehicles, because they explode as soon as the vehicle moves (nice boogy trap),

Admiral Donutz February 21st, 2004 12:31 PM

Re: Mines
 
The exploding mines on vehicles suck! It isn't realistic, what presses the detanator? Thin air?

Have mines staying lets say 10+ after you die and give the mine layer two options: Left mouse click: lay 1 mine, Right mouse click: add a small group of mines (4?) possibily random in a 3x3 (?) meter square...

BAM February 21st, 2004 01:46 PM

Re: Mines
 
no you can put them on the tracks on tank every seen "The iron cross" Stransky ;)?

Mast3rofPuppets February 21st, 2004 06:04 PM

Re: Mines
 
I think the mines should never disappear,much more realistic and would require more teamwork. Right now the mines are useless, all you have to do is to wait a minute and then they're gone.

BAM February 22nd, 2004 01:26 AM

Re: Mines
 
Quote:

Originally Posted by Mast3rofPuppets
I think the mines should never disappear,much more realistic and would require more teamwork. Right now the mines are useless, all you have to do is to wait a minute and then they're gone.

yea its kinda strange ..

VioLAtoR[xL] February 22nd, 2004 01:58 AM

Re: Mines
 
I hate it when my mines or expacks just 'run out of time'

[1eLk|NL]Maj.Overveld has killed a teammate
[Dude walking near mines] is no more

MeanMrMustard February 22nd, 2004 02:40 PM

Re: Mines
 
Quote:

Originally Posted by BAMmeu
no you can put them on the tracks on tank every seen "The iron cross" Stransky ;)?

Cant really make a great deal of sense from that :P but if you're saying its Stransky that puts mines on the tracks, its not, its Steiner. Fantastic film though.
Harry

Mast3rofPuppets February 22nd, 2004 04:08 PM

Re: Mines
 
Is it only me that thinks that "The cross of iron"(or is it "The iron cross"? can't remember) sucks? The end sucks some major wang.

If you gonna watch WWII oldies, watch "The bridge over Remagen".

Witch Hunter General February 22nd, 2004 04:16 PM

Re: Mines
 
the Bridge over Remagen? you gotta be kidding, although it's not that bad....

the end of Cross of Iron is great in all its absurdity. this is antiwar, you can't have a happy ending and endings where everyone dies is used up :D

Mast3rofPuppets February 22nd, 2004 04:29 PM

Re: Mines
 
The point is that i don't think i understand the ending lol, and it's is sooo slooooooooow.

And "The bridge over Remagen" has some great fighting scenes.

DarthWoo February 22nd, 2004 06:55 PM

Re: Mines
 
Out of curiosity, are anti-personnel mines even possible with the BF1942 code? I've never seen them implemented in any mod, so I figured that perhaps they were not.

BAM February 23rd, 2004 01:38 AM

Re: Mines
 
i think DC had them for a while but they sucked so hard so they removed them ..

MeanMrMustard February 23rd, 2004 10:16 AM

Re: Mines
 
What is there to not understand? The Russians are attacking, the Germans are fighting them.. seems ok in my book, a bit strange perhaps with the laughing and the children singing, but nothing too taxing... Its definitely a very anti-war film, but still has some superb battle scenes, especially the first Russian attack (where Steiner gets injured), with the handheld cameras and suchlike. Considering this was made in the 70s, 20 odd years before everyone made such a fuss about the handheld camerawork in SPR, I think its pretty good. Also turns a few stereotypes on its head, eg the anti war guy (Steiner) isnt some cowering idiot who cant fire a gun, he's the best soldier in the platoon etc. Plus the character development of Steiner's platoon is very good, really get a sense of comradeship, and feel their pain when they die. And finally Steiner's descent into insanity is well put across, and deeply disturbing.
I havent sat down to watch Bridge At Remagen, but I have a feeling I've seen bits of it, and cant say that it has really stuck out in my mind as anything special.
Harry

Sputty February 23rd, 2004 12:58 PM

Re: Mines
 
Quote:

Originally Posted by BAMmeu
i think DC had them for a while but they sucked so hard so they removed them ..

Nope, the 1.5 patch screwed the mines up

striderx2048 February 23rd, 2004 01:10 PM

Re: Mines
 
nah, anti personal mines for DC got screwed way b4 that, 1.3 or 1.4 or so

Mast3rofPuppets February 23rd, 2004 04:03 PM

Re: Mines
 
Quote:

Originally Posted by MeanMrMustard
What is there to not understand? The Russians are attacking, the Germans are fighting them.. seems ok in my book, a bit strange perhaps with the laughing and the children singing, but nothing too taxing... Its definitely a very anti-war film, but still has some superb battle scenes, especially the first Russian attack (where Steiner gets injured), with the handheld cameras and suchlike. Considering this was made in the 70s, 20 odd years before everyone made such a fuss about the handheld camerawork in SPR, I think its pretty good. Also turns a few stereotypes on its head, eg the anti war guy (Steiner) isnt some cowering idiot who cant fire a gun, he's the best soldier in the platoon etc. Plus the character development of Steiner's platoon is very good, really get a sense of comradeship, and feel their pain when they die. And finally Steiner's descent into insanity is well put across, and deeply disturbing.
I havent sat down to watch Bridge At Remagen, but I have a feeling I've seen bits of it, and cant say that it has really stuck out in my mind as anything special.
Harry

Yeah, those kids really fucks up that movie. Only seen it once so i maybe give it another chance someday.

The Bridge At Remagen isn't that good if you compare it to more modern movies as Das Boot, A Bridge To Far or Stalingrad.

Schpetzka February 23rd, 2004 04:25 PM

Re: Mines
 
If mines are gonna last until their detonated I at least want a mine laying action where you'd be prone, undo the lower plug remove the blasting cap put the lower plug back undo the upper plug insert the blasting cap, and then slowly screw in the detenator rod(if the mines then had detenator rods).

It's be slow but one dedicated engineer with with an APC for ammo could close off bridges to all but infantry or deny areas of manuever, it'd be even more effective with group of engineers (true with everything though).

Also with permanent mines you could channel enemy vehicles into "kill zones".

Also it'd stop the mad engineer charging vehicles and chucking mines at them.

VioLAtoR[xL] March 19th, 2004 10:46 AM

Re: Mines
 
Well don't go whining about raising the dead, I used 'search' for a suggestion about mines.

-Mines should be invisible, except on stone bridges and repairpads and the like.
-Mines of your own team should be visible on the minimap.
-Mines should take a few seconds to deploy. I hate frisbee's that look like mines. Maybe a cool digging soundsample during this time.

A_Rude_Gesture March 19th, 2004 10:49 AM

Re: Mines
 
How about implementing magnetic mines? The germans used them to close assault tanks and they worked pretty good. Would be cool to have something else than just panzerfausts for infantry. The fact of the matter is that magnetic mines were much more frequently issued to infantry that panzerfausts.

//A_Rude_Gesture

VioLAtoR[xL] March 19th, 2004 10:52 AM

Re: Mines
 
Great plan, but the regular mines need some serious work first. They are evil vanilla frisbees!

explamster March 19th, 2004 01:34 PM

Re: Mines
 
Would AP mines really suck that bad? Come on, DC is DC, this is FH. Not that that makes much difference at all...

TheWharGoul March 20th, 2004 04:15 AM

Re: Mines
 
Heh.. magnetic mines would rock.. But you would have to make it so German tanks with zimmerit on them couldent get any stuck on them..

A link of info if anyone wanted...
http://www.panzerworld.net/zimmerit.html

(Heh.. Just thinking.. I wouldent mind seeing some german S-mines.. shoot up from the ground and rip a few allied soldiers in half.. Wouldent that be fun to animate :naughty: ) But It doesnt seem practical..

Dee-Jaý March 20th, 2004 04:54 AM

Re: Mines
 
Most people don´t recognise that you can actually disarm mines with the wrench. With that in mind, you couls really make mines stay permanently (lets say up to 8/ engineer).

species652003 March 20th, 2004 08:32 PM

Re: Mines
 
Talk about promoting Base Camping.. I agree.:micro:



Quote:

Originally Posted by Uncle_Sam
Well, if they did. Then there would be around 700 mines all over the map by the rounds end.


Eglaerinion March 21st, 2004 04:15 AM

Re: Mines
 
Quote:

Originally Posted by VioLAtoR[xL]
Well don't go whining about raising the dead, I used 'search' for a suggestion about mines.

-Mines should be invisible, except on stone bridges and repairpads and the like.
-Mines of your own team should be visible on the minimap.
-Mines should take a few seconds to deploy. I hate frisbee's that look like mines. Maybe a cool digging soundsample during this time.

No you evil tankers want to take my frisbees away, damn you people!!!

Mines are too weak in FH.

tvih March 21st, 2004 05:46 AM

Re: Mines
 
You should be able to both just toss the mine to the ground so that it remains visible, like it currently is, and alternately take some time to "dig it in" and camouflage it, so that it isn't visible, at least easily.

ted baxtor March 21st, 2004 05:53 AM

Re: Mines
 
A while ago I had the mod "Silent Heroes." In that mod, mines put on the ground were only partially visible--as if they had been buried--sort of a neat feature.

striderx2048 March 21st, 2004 01:18 PM

Re: Mines
 
Quote:

Originally Posted by tvih
You should be able to both just toss the mine to the ground so that it remains visible, like it currently is, and alternately take some time to "dig it in" and camouflage it, so that it isn't visible, at least easily.

sounds a feature for secondary fire.
primary fire, toss like a frisbe, secondary fire, bury it

BAM March 22nd, 2004 05:28 AM

Re: Mines
 
FW have this future the enginer alos have a spade and it can "drop" snow (when you use button nr 2)

VioLAtoR[xL] March 22nd, 2004 09:07 AM

Re: Mines
 
Quote:

Originally Posted by Eglaerinion
Mines are too weak in FH.

I'd have to agree with you on that one, as long as taking out tank tracks is impossible, they should at least give them the amount of damage to set them on fire.

Huffardo April 5th, 2004 12:57 AM

Re: Mines
 
I just found a thread here stating that there are going to be AP mines in FH, burried AP mines! Just wondering why they aren't in yet, that should be easy to get in, only serious problem would be with bridges and inside houses etc. Hope they will have them in 0.62! (If any of the devs read this, it wasn't my purpose to harass you about AP mines earlier, I hadn't seen that thread when I wondered why you don't have them when they are so easy to make.)


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