low. If that's the source of the problem not unlike in the case of the infil cloak in the past, then it should be fixed. ****'s annoying yo.
Yep - nailed it. The laser beams vanish completely at Low and Very Low settings. The oldish video I posted in this thread showcased the problem, but I thought it has long since been fixed.
And I think that is the main issue for them under performing. No thought is put into there placement like you have to with Claymores. VS and NC jusr run by and throw a mine out in the general area. Often placing them right in the path and clearly visible i.e. in the middle of the doorway. TR on the other had have to stop and consider its placement for maximum efficiency. Often placing them to the side and out of view until it is to late.
Yeah thanks for the tips, i just started playing yesterday. Regardless of whether they are easy to avoid or not, they are stupid cheese. Period. Tank mines are much worse, especially since they often dont render until you are on top of them, but yeah cheese is cheese and defending cheese just makes you cheesy.
While i am sure there are people who don't put much thought, the problem is that you *have* to drop them in the middle of whatever for them to work acceptably. If you place them to the side and the enemy barely brushes against their trigger zone, the delay gives more than enough time to escape the detonation alive and that's exactly what happens 8 times out of 10. Dropping 2 for more predictable results is not really a cost effective solution. Why would you burn through your resources with questionable returns, if you could just say "**** it, grenade spam it is"? In fact i'd say that currently it's the NC and VS who have to be really smart about their mines if they want results. It doesn't take a rocket scientist to put instagib toys around corners, crates or rocks.
Well, claymores are definitely the best AP mines in the game right now. They can actually be hidden and stay effective.
Like Vaphell said. That's is the ONLY way you CAN use Betties and Proxies. TR are the only ones who have the option of placing their mines well. It is completely unfair. And it's not a lot of thought into placement. A monkey could place a claymore effectively. Stop acting like it's hard...
You should try it. You can't place it next to a wall and it has to be standing up. The fact remains that this 'OP' prox mine is still the most underused ES mine by miles. Looks at other faction specific weaponary that is seen as OP; Orion, NC Max, they get used significantly more than other factions weapons in that class.
I play all 3 factions and i can say: i am always able to find and disable hostile mines with my feet with the little price of my actuall life. so it doesnt matter if its a claymore, prox or betty. But i am not allowed to say anything against those mine, because on my main vanu i have my prox on auraxium.
Are you sure about this? The PS2 wiki says that the Claymore has: 1) More damage- 1,300 max and 350 min versus 1,000/200 2) Greater max damage range- 3m versus 2m The minimum damage range though is the same for all of them... 6.5m. That being said, the page hasn't been updated since PU02, so there may have been changes since then that are not updated in the wiki. The last mention I see of Claymores in patches: August 5, 2014- Claymore blast radius is only a directional semi-circle instead of a full circle Claymores did get a buff back in GU13, so unless things have changed since then the wiki ought to still be accurate. Essentially this means that against a 1,000HP soldier, the Claymore has a much longer lethal range. Using a basic linear function, it seems like the Claymore can still deal 1,000 damage out to 4m... about twice the lethal range of a BB or Prox Mine. Like I said, maybe the wiki is wrong. But if it's not, then you are.
A Claymore OP thread? Its a AI mine designed to kill infantry...... and you are raging about it....because you died to it as infantry?
It's very much NOT. The Claymore is outperforming the other two now statistically by much, MUCH more than they were EVER outperforming the Claymore at any point. The reason is simple......... it performs better in most situations now. Why? 1) Because it is directional with a long kill zone (and so is actually much better at getting placement kills now - running throw down kills it is not, but these clearly are not the majority of mine kills). 2) It is actually more deadly, you can get away with 1 claymore in a mine trap, where you'd usually have to place 2 of the others to be confident of a kill. 3) It is actually bizarrely the least visable of the 3 now in most situations, because of the lack of lasers and that it can be tucked behind things more easily due to 1) & 2). 4) it seems to have a much faster trigger than the other two. I wouldn't say anything needs to be nerfed though, but for a start I'd say the trigger delay on the other two should be looked at.
Well, there is no Geneva convection or whatever to sanction the use of mines. This is a war. Expect to die anytime.
You can't (and if you think you can that just suggests you've never actually used them tbh), people just see them and shoot them or they manage to run through the kill zone before the detonate.... yeah if you drop 10 like that you might get 1 kill, but if you place mines with a bit of thought you can get pretty much 1 kill for 1 placement. All of the mines require thought and placement for a reasonably high placement to kill ratio, in that context the Claymore is way ahead (again as the stats show). When you play VS or NC you'll see that the NC and VS players generally stick mines in pretty much the same places as Claymores (i.e. tucked behind a doorframe, behind a bit of room furniture etc.), yes there might be more placed in the middle of the doorways, but they simply don't kill as much (again as mentioned 1 claymore placed at a doorframe can cover the entire door with its kill zone, NC and VS mines usually have to be placed in pairs to do the same thing or stuck in full view in the middle where they are often seen). Don't get me wrong it wasn't just that Claymores were buffed, but also that the run and dropness of the other two was nerfed (with lights, bug fix of not dropping through floors, kill zone changes etc.). Looking at the stats I don't think it is unreasonable to suggest that the NC and VS mines probably need a small buff of some sort (such as trigger delay).
Because of the kill zones (and trigger delay). Single Claymores placed like that basically require TWO NC/VS mines to equal the same level of deadliness. If you don't place two in those situations it is very possible the player that triggers the mine will be out of the kill zone (and possibly even blast zone) before it hits them. And if you place two Claymores like that nothing will live, even Flak 5 moving at light speed on the opposite side of the door. Basically the only place Claymores are worse at the moment is when placed or dropped out in the open, everywhere else they are the more effective mine and have been for a long time now.
And dying to cheese makes you a what? If you only have insults to say, I'm sure there is a hate site somewhere in the Internet. Go, go rant there.
You can't give the claymore a trigger device to it. I would make it completely useless BBs/PMs have a trigger delay but a 360 area of dmg so if you trigger it while running you might be far enough away to take less dmg. But because the claymore has a conal blast radius the person literally has to take one step and completely avoid any dmg, you wouldn't even have to be running. The only way you could use it would be to place it so the enemy has to run directly at it, no more putting it around doors (because the reason mentioned above). Which means you would have to put that giant flat exposed mine right where even Stevie Wonder could see, the only place possible would be at the top of stairs and the enemy didn't take half a second to scan. You know, Infantry 101 stuff. You also can't nerf the dmg so much as to not OHK an infantry without flack armor because that makes no sense, and reducing it so a lower lvl of flack armor is required to NOT OHK isn't the problem in the first place. People just don't want to run flack, if they did this would become a complete none issue.