Hi all, So after playing as an explosives specialist on the patrol op on Friday I thought I would experiment with the ACE metal detector and different explosives in game. This gave some startling results that you should all be aware of. I have taken some screenshots on my desktop and I will include them so you know what mines I am on about but as I'm on my laptop I'll do that later.
Mines you can disarm. So when you are approaching a mine you need to know what type it is. If you see a APERS mine, APERS trip mine, Claymore, or AT mine then you are clear to proceed to try and disarm these mines. (I will add photos so you know what they look like)
Spoiler
APERS Mine APERS Trip Mine
Claymore
AT Mine
Mines to avoid Mines to avoid at all cost are APERS bounding mines and all IEDs. The APERS bounding mine is impossible to get close enough to disarm with ACE interaction. If you see ones of these then it is obviously you're squad leaders decision to avoid it or destroy but if it is decided to destroy then an explosive charge or rifle fire will detonate the mine. The IEDs are a bit more tricky, there are two types of each IED a normal dug in or urban one and a pressure plate version, they however both look identical. You are able to get within mine detector reach of the IED but don't get any closer as it will probably blow up in you're face. The best method of disarming these will be to place a charge and retreat to a safe distance. IEDs can also be blown up by a .50Cal round this is potentially the best method if said weapon is available (Thanks Robbie).
Spoiler
SLAM Mine- both Side and bottom attack look the same.
Dug in IEDs large and small. As mentioned both look identical one is a pressure plate though.
Same with Urban large and small IEDs.
I have recorded some footage explaining this but it will need some editing, if you guys want it just say and I will have a quick edit session, nothing too fancy. I will however get some photos up in here to show the different mines for those of you unsure of the types I'm on about.
Last edited by Andy1 on Sun Aug 21, 2016 2:46 pm, edited 3 times in total.
Interestingly, other than Special Forces (AS50) or Royal Marines using them to knock out boats engines, the only use of the .50 cal rifle/Barrett is for EOD disposal.
I don't know how IEDs are generated in ALIVE, I guess if they have a selection of objects that an IED can be assigned to then you could have the same situation. I was testing this with the vanilla IEDs that you place in the Eden editor.
Didn't Clyde or Evrik manage to defuse one or two dug-in IED's during Patrol Op #2? Other than that, good stuff, Andy. Actually does help out a lot.
If we ever need\want to do an EOD role for the Patrol Ops, if they become a long lasting thing, and Sunday\Mid-week Ops, can't scripts change the way an IED works?
Also, isn't there an ace-interact menu on the IEDs once you place them to switch the way the work? I.e phone detonation, pressure plate, timer etc. I have tried it out once with the phone, and I've ran over it\drove over it multiple times without it exploding.
Yeah you can defuse IEDs but what I have found out is that there are two types one which has a pressure plate which if you get to close will detonate, you however don't know which one you are coming up to so you are always risking death by trying to defuse them.
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