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07-22-2009, 01:07 PM #1
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RDX Placement on Roads
Hey, I know RDX isn't used often for armor stopping, so I remembered that I saw a guide on the chinese forums about it. I've decided to write it out here so that those who do use RDX for anti-armor (normally to defend against buggy rushes on CampG, Cerbere, and FoB for myself) can see the different methods of RDX placement.
The original post (In chinese), is here: http://www.bf2.com.cn/viewthread.php?tid=81567
I strongly suggest going to the post to see the images, even if you don't understand chinese, they contain relative damage areas relative to the positions (The redder an area the more damage the placement will deal)
So on to the shapes (X's are RDX):
1. + Shape:

Maximum damage in the middle, good for narrow chokepoints, low range.
2. Pentagon Shape:

Larger range in return for less damage in the middle, can take out large groups of infantry if needed.
3. Staggered line:

Nice against armor with decent maneuverability in a medium width road (Say...road east of command on cerbere). Low range, so you have to time it well
4. Arrow:

Another form of defense against armor, decent correction for differences in armor position
5. Wave:

Used for narrow checkpoints (Such as the Toll/Central Choke) Even spread of damage, but almost always enough to take out a buggy (Walker's are more likely to survive).
6. T Shape:

Excellent for junctions
7. Corners:

Used around sharp turns
There's an 8th one on how to place RDX around a silo...but the image is screwed up..
Cheers
Ugh the x's are screwed up...is there anyway to resize the pics?
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07-22-2009, 02:19 PM #2
Re: RDX Placement on Roads
I think this is overthinking a simple thing lol
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07-22-2009, 02:20 PM #3
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Re: RDX Placement on Roads
When I tried doing RDX buggy defense on Toll Station, I'd always go with the 5th layout for the buggy paths. Keep in mind though, unlike Motion Mines, RDX is an active defense. You need to be consistently paying attention to your designated area in order to have an effective RDX defense. Using this effectively requires above average concentration, and trust in your squad mates. You need to be ready to blow that RDX in a moments notice, so you can't engage in firefights unless absolutely necessary. Many times I've had people volunteer for that job, only to find them not staying at their post and going off killing. It's not a fun job, but it's an important job. If your SL is for someone to potentially stare at the same area of the map for 20 minutes straight, you should be sure that's a task that you actually have the ability to accomplish before you volunteer.
I've had some great players volunteer for this task. Unfortunately I don't remember the names, but even when there's a break through, and the battle is ranging all around the flag with the recons hiding in corners watching for buggies, there are people who keep their concentration steady and focus on their objective. That takes a level of trust in your team that exceeds the ability of most to trust their team, and because of that trust, they've single handedly prevented their team from losing.
This is getting to be a bit lengthy, so I'll sum it up. Remember that RDXing isn't as simple as throwing them down and blowing them up. Knowing the effective layouts is only one of the important keys to being a good RDXer. One of the others is being able to switch your playing style to one more conclusive to effective RDX traps. If you're finger never leaves your Lambert's trigger, you'll never be able to blow up that buggy rush.
*Edit because lyra posts are too short and to the point.*
Lyra's right that the amount of thought they put into the layouts is a bit much. #5 is almost always your best bet for an anti-armor RDX trap. If #5 doesn't work, then maybe you should consider something other than RDX.
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07-22-2009, 11:35 PM #4
Re: RDX Placement on Roads
RDX for vehicles certainly has an advantage of not being detected and being much harder to defuse (no RDX bait, after all), but at the expense of having to monitor the darn thing all the time. So its use is pretty limited. You're usually going to be better off with motion mines ... with emp mines behind them if you're worried about a buggy rush.
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07-23-2009, 09:10 AM #5
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Re: RDX Placement on Roads
Lyra: I agree, but what the hell :P I use layout 5 only tbh
pred: yeah I use layout 5 as well. The way I do it when I lay down the RDX is I remember where on the map I put it (on the minimap). Usually a commander will spot the vehicle as it blows by. I can then just take my attention away from the battle for a sec, wait till the vehicle reaches the place where I put it (From looking at the minimap), then blow it up. If there's no CO...I just wing it and time it from wherever it was spotted or I visually saw (Give the buggy 3-4 seconds from west ramp at harbor to the choke at Toll/Camp, assuming no driver error), sometimes it works, if it doesn't, meh, start running back.
Zoraster: Yeah definitely MM and EMP mines are the way to go, I just use RDX for backup, in case they decide to bail the buggy and hoof it. The good thing about RDX is that since it's actively detonated, I can still kill infantry that penetrates past the frontlines. It's rare in TG, but on pub servers it happens quite a bit -_- the buggy gets killed but some random soldier makes it past.
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07-23-2009, 12:25 PM #6
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Re: RDX Placement on Roads
Also, the benefit of using RDX over MMs is that if you put APMs around the flag, and the SL bails before he gets owned by the RDX, your APMs might kill him before his squad spawns in. Plus the Lambert is better than the engie SMGs.
Every tactic has it's pros and cons. RDX requires constant attention, but you get both good anti-vehicle and good anti-infantry weapons, instead of powerful anti-vehicle and weak anti-infantry. You need to adapt to the situation and use your skills to your team's advantage. If you're the patient type who doesn't cave to bloodlust, you might want to consider offering to RDX for your squad. If you tend to get distracted easily, offer engineer. However keep in mind that although RDX/MMs are nice, you don't always need them. It's good knowledge to keep in the back of your mind, but just because you know what to do, doesn't mean you need to be the one to do it every chance you get.
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07-23-2009, 01:53 PM #7
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Re: RDX Placement on Roads
But I think weapon stats have shown that the SMG is better than the Lambert - more damage, larger clip.
I agree with you on the rest of the post, though the APM one is highly unlikely - we always spawn in the moment the SL tells us to spawn in, you'd have to get really lucky for the SL to bail and get tagged immediately by an APM, any time after that SM's spawn in.
Zeller might be better if you plan to actively watch the choke - you can set off the APMs if you want.
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07-23-2009, 02:10 PM #8
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Re: RDX Placement on Roads
The SMGs do 10-26(Malkov) or 10-28(Turcotte) dmg, Lambert does 20-25. Less max damage, but much more consistent. Plus the Lambert does full dmg up to 25m, only half that for the SMGs, as well as going 55m until min dmg, as opposed to 35m. I'd take the Lambert over the SMGs any day.
But the stats of the guns are besides the point since if you're laying RDX traps, your detonator is probably going to be out more often than not. A more important factor to consider when RDX Trapping is lag. If it's going to take you too long to react to a vehicle crossing your RDX, then it's not worth it.
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07-23-2009, 04:46 PM #9
Re: RDX Placement on Roads
Of the three or so times I have ever done this, I always do the wave layout (#5).


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07-23-2009, 10:11 PM #10
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07-23-2009, 11:11 PM #11
Re: RDX Placement on Roads
I would enjoy the explosives a lot more if I could trigger each one individually, all of them at the same time, or in various combinations. Imagine if you could herd an entire squad just by scaring them with random explosions in their environment. Precious.
|TG|picric_hamster
I am the picRic hamster, not picNic. Say my name with an R.
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07-24-2009, 07:47 AM #12
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Re: RDX Placement on Roads
ahah picric I wouldn't know how they would code for that...
Pred: Yeah I guess...I've always liked the SMGs I guess, on recon I almost always go sniper. What do you mean by lag btw? If RDX trapping my first priority is whatever I want to trap, then keeping myself alive, so I should always react in time to blow the RDX.
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07-24-2009, 12:22 PM #13
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Re: RDX Placement on Roads
If your comp skips from time to time, murphy's law says that a buggy will rush during one of those skips. I should've clarified that I meant comp lag, not internet lag. If the game runs choppy, it's harder to react in time.
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07-26-2009, 12:52 AM #14
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Re: RDX Placement on Roads
ahaha that's true, damn murphy's law! My rig is okay right now, so I guess I'm lucky. My fear is that my mouse screws up and I can't click :P
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07-26-2009, 02:39 AM #15
Re: RDX Placement on Roads
In response to pred, the turcotte is much much more powerfull than the lambert. It's even more powerful than the voss, it packs a bigger punch than any other gun within a 12 meter range. It's not something to mess with in close quarter shooting situations


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