Quote:
Originally Posted by Scuba Steve
Sounds awesome, I'm interested in seeing how they work. I can't wait to play this game.
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Alas, I didn't get to play until Midnight last night, so I wasn't able to unlock these. I did see them used a lot though.
I'm told that you set them the same as you do the C4. Press left on the D-Pad, position your man, and then plant the claymore.
Teammates will see your claymore with an icon above it, which is your faction's emblem. They'll also see the "red laser" lines that indicate the detonation field of the claymore. It did not appear to me that teammates could set off the mine except for shooting it.
Enemies can see your claymore, and can faintly see the "red laser" lines that indicate the detonation field of the claymore. The claymore explodes when an enemy crosses this path. There's about a 2 second delay on the "trip" to detonation, so they can be easy to sprint past.
Enemies can also detonate your claymore by shooting it, which completes the "Backdraft" challenge.
I'm not sure if grenades set off claymores, or if planted claymores remain after the player who set them has died.
The claymore and the martyrdom perks have completely changed some of this game's dynamics. In popular hotspots like the attic on Overgrown, and the top of the tower on Crash, you're now all but certain to find claymores covering the rear of a sniper/camper. On CQC maps like Vacant, you'll find the ground quickly littered with the bodies of combatants who have fallen prey to the martyrdom perk. Both seemed to have unfortunately increased the camping factor.
Those with claymores can secure their position to an extent, while others camp back on bottlenecks in order to avoid getting killed by martyrdom grenades.
I got booted from the beta promptly at 3:05 AM EST, and will wait with baited breath until the full release rolls around next month. Maybe then Creep will play with me.