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09-19-2006, 10:35 PM #16
Re: why not turn of FF on mines
Most of us hate to see any tanks drive over mines without blowing up. It doesn't make sense. It's too bad that EA thought it did make sense, but I guess they had to do it to make the game more newbie-proof.
FF off also means that 50% of the players play sniper and there are claymores everywhere. It must be absolutely horrible to play like that on Orel and Fallen.
It doesn't take long to learn, and we survive the mistakes made by new players just fine.Peace through fear... since 1947!
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09-20-2006, 01:06 PM #17
Re: why not turn of FF on mines
lol Bom. Problem solved right there!
People need to be aware of there environments around CPs. Aside from the FF is on!! message and the red skull and crossbones, I'm not sure how much more clear it can be made. It's also a good idea to tell your SL where you're placing the mines etc. if he's not telling you where to put them.
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09-20-2006, 06:56 PM #18
Re: why not turn of FF on mines
There's the skulls, and also there's a rule of thumb I've been using since '42.
Put them outbound where you can see, but yet inbound where you cannot.
If there's a hill in a road, place them so that outbound freindly vehicels can see them easily (just before the crest). Conversly inbound vehicles will have the least chance of seeing them.
Of course sometimes you do get the occasion inbound freindly but that's not very often.
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09-20-2006, 07:04 PM #19
Re: why not turn of FF on mines
I try to make sure they are very obvious to people on my team, with obvious ways to get around them. That only seems to make it easier for them to swerve into them.

The night I got kicked, I had 3 mines down. 1 was in the middle of the road and blatently obvious to anyone from any direction. The other two were deep in the grass on either side.
10 seconds after I deployed them, a jeep with 2 passengers came ripping out of the base down the middle of the road and took out the middle mine. Another 10 seconds after that, a tank rolled down the middle of the road. Just to make sure he didn't have any offroading thoughts, I stood on the side of the road, so that there was no way he could drive over the mine without taking a path directly toward me. He veered off of the road and straight toward me and my mine, killing himself, me, and causing my disconnection from the server.Peace through fear... since 1947!
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09-20-2006, 07:40 PM #20
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09-20-2006, 10:37 PM #21
Re: why not turn of FF on mines
One thing to note about the skull & crossbones is that not every teammate will see them. I often turn off the positioning icons (default key = ALT) because I don't want all of the icons on my screen. This also removes the mine / c4 / claymore indicators.
So when we think that everyone will see them, it's not always the case.
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09-21-2006, 02:13 AM #22
Re: why not turn of FF on mines
If people would leave there 3D map on they would see that line where friendly land mines are planted. (Toggle the Alt Key). Save for mistakes, why would someone want to barrel full speed into a row of friendly mines. Don't turn off friendly fire, we all just need to be more aware of our surroundings.
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09-22-2006, 04:56 PM #23
Re: why not turn of FF on mines
I think a lot of people are missing the problem here. Like I said in the tread I started, people see the red warning symbol but since almost every other server has mine FF off, they drive right over them. They don't expect to be killed by them so they don't bother avoiding them. I think a server message (one you see before actually joining the game) would save at least a few lives. I doubt that there are a lot of people who don't read the server messages. Maybe if we had a warning, subconsciously something would click when they see the red symbol, and they would avoid the mines.
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09-22-2006, 05:08 PM #24
Re: why not turn of FF on mines
There's a server message in-game warning that FF is on, but unfortunately our space in the loading screen message is extremely limited, so we put the biggest 'high-value' rules there. A couple other things you can do to educate the n00bs is to announce that you're laying down mines and their location to your squad in VOIP, and tell your team via text chat that they're laid and FF is on.
I agree it's annoying to get TKs for idiots running over your mines, but it's a much worse situation to have FF off and have noting but mines and claymores (and ATs and Snipers) all over the place. FF on is by far the lesser of two evils.Beatnik

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09-22-2006, 05:10 PM #25
Re: why not turn of FF on mines
The bunnyhopping message could be replaced by one telling that FF is on for mines and claymores. One would hope that "no bunnyhopping" would be covered by the "maturity required" bit.
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09-22-2006, 05:18 PM #26
Re: why not turn of FF on mines

NS Game Officer. TF2 Admin. BF2 Admin / Scripter. PM with issues.
Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
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09-23-2006, 10:44 AM #27
Re: why not turn of FF on mines
Isn't that red warning there regardless of whether or not FF is on or off? New players on the server don't think those mines will explode. They need to know that they do explode before they run over them, not after. I see a space on the opening server message where a warning could fit. I say we use it. It surely cannot hurt....
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09-23-2006, 10:48 AM #28
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Re: why not turn of FF on mines
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09-23-2006, 11:13 AM #29
Re: why not turn of FF on mines
I see. Too bad we can't make it fit. I bet it would have helped, even a little.
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09-23-2006, 09:29 PM #30
Re: why not turn of FF on mines
"No bastard ever won a war by dying for his country.
He won it by making the other poor dumb bastard die for his country."
- Attributed to General George Patton, Jr.
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