![]() |
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! |
Re: Mines Well, if they did. Then there would be around 700 mines all over the map by the rounds end. |
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 |
Re: Mines Quote:
|
Re: Mines except they are anti vehicle mines not personal |
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), |
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... |
Re: Mines no you can put them on the tracks on tank every seen "The iron cross" Stransky ;)? |
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. |
Re: Mines Quote:
|
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 |
Re: Mines Quote:
Harry |
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". |
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 |
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. |
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. |
Re: Mines i think DC had them for a while but they sucked so hard so they removed them .. |
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 |
Re: Mines Quote:
|
Re: Mines nah, anti personal mines for DC got screwed way b4 that, 1.3 or 1.4 or so |
Re: Mines Quote:
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. |
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. |
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. |
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 |
Re: Mines Great plan, but the regular mines need some serious work first. They are evil vanilla frisbees! |
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... |
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.. |
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). |
Re: Mines Talk about promoting Base Camping.. I agree.:micro: Quote:
|
Re: Mines Quote:
Mines are too weak in FH. |
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. |
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. |
Re: Mines Quote:
primary fire, toss like a frisbe, secondary fire, bury it |
Re: Mines FW have this future the enginer alos have a spade and it can "drop" snow (when you use button nr 2) |
Re: Mines Quote:
|
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.) |
| All times are GMT -7. |
Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
SEO by vBSEO 3.6.0 ©2011, Crawlability, Inc.