Takes too freaking long to disarm a satchel


(Cyber-Knight) #1

The time it takes to disarm a satchel is way too long. It takes about the same time as you would take to build a secondary objective. I’m serious.

I was an Level 3 Allied Eng on Battery, and we were having a tough time getting the ramp going cuz it kept being blown up. We must’ve built that ramp like 30 times that round. Anyways, I noticed the Axis coverts would often threw the satchel on the ground even before the ramp was built and this could destroy a newly built ramp.

So I decide to disarm those satchels before we build the ramp. And one eng began working on the ramp, at the same time, I was working on disarming the satchel. We both were done at the same time.

That’s kinda ridiculous, Level 2 Eng can disarm dyno in like 2-3 seconds, shouldn’t a satchel be less time? And how often do you get a chance (or time) to disarm a satchel? It should be super fast (like arming a mine speed) so you can actually have a chance to save yourself from the detonator.


(weasel) #2

I agree. I never disarm satchels, because the covert always has plenty of time to blow it before I finish.


(Rippin Kitten) #3

It’d be nice if the satchel couldn’t be blown if an engie is in the process of disarming it. Still, pretty cool that when you do disarm it the covert doesn’t know until after he tries to blow it. =)

RK


(Ragnar_40k) #4

Usually these satchels are destroyed by construction madness.


(rgoer) #5

Only a green-horn covert would pre-throw the satchel into the construction zone… the master covert pre-throws his satchel slightly to the left (his left, that is, as he is looking down onto the beach), where it not only safe from any construction madness but is also slightly obscured from view.


(Agrado) #6

You can disarm satchels? LOL. I never knew :eek2:


(BondyBoy007) #7

lol I never knew you could disarm them also, I just try and take out the Covert-ops as soon we get up the ramp (the only time a covert takes precedence over a medic in my book)


(Jahuu) #8

Actually in my opinion they should be “action key defusable”. You use action for 1 sec and it gets disarmed.

In real-life you could just:

1.Throw the pack away.
2.Break the antenna.
3.Shoot it and thus destroying it.

So I suggest satchels should be defusable to all classes and within 1 sec after the action button is used.

For gamebalance it would mean:

1.More realism.
2.Removal of the stupid covop ambush (Plant at construction site and blow when an engy tries to construct.)


(McAfee) #9

Maybe make it so an engineer could defuse it quicker (depending on his level). And any other class could take the standard time to defuse it (using the use key).

Or maybe the other classes could steal the satchel charge and drop them elsewhere, or detonate them early with a grenade.


(Xerxes) #10

Get an Allied Sniper. Pop a bullet in the head when they get close to the Ramp. While doing so get a Mortar shelling the area they hang around in. If not a Field Ops. Things get REAL interesting for Axis to defend. A good panzer to close the Bunker would be good as well to provide support.

If your building the Ramp 30 times in a match and STILL cannot win, there is definitely a problem with things.

I do agree with Sachels however, should be a second or two at most for even the novice engineer.


(bettY) #11

how bout giving peeps the abuility to pick up satchels and run like hell.would make 4 some funny stuff…bein as it takes like a second and a half to blow.+ its not like you could really abuse it…and if you did…that would be funny as hell also. :[


(Cyber-Knight) #12

oh yes, i could see some serious TK issues come up from that. heh


(kotkis) #13

Realism is never a good reasong to change the game play. Also this would make the satchels pretty useless for anything but destroying stuff. Even though I do agree that an engineer should be possible to defuse the satchel faster than they do now, but giving this skill to everybody would make no sense.