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#11 |
Join Date: Sep 2021
Posts: 52
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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. |
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#12 |
PR:BF2 Developer
![]() Join Date: Jul 2011
Posts: 1,966
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Location: Minsk
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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. |
![]() assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain. Time to give up and respawn.
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#13 |
Chilean Forces 1978 Faction Lead
Join Date: Nov 2017
Posts: 186
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what about just extending range?
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#14 |
![]() Join Date: Jun 2013
Posts: 452
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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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#15 |
Join Date: Dec 2018
Posts: 467
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According to Larry Grupp (May 1993) Book: Claymore mines, Their History and Development and https://www.globalsecurity.org/milit...8-claymore.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% {_} |
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Last edited by Grump/Gump.45; 2023-07-31 at 13:01..
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