Claymore

Why do claymores cost 20 points when they deal light-medicore damage. Surely we can decrease them to 5 points as they aren’t on the same round impact of 3 HEDP’s.

reason I want this is because I want to be able to cover my fucking flank with claymores like burrower and carrier. But I can’t cause claymores cost half my points

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issue is that if claymores are used right they can be even more deadly then HEDP to xenos. partly due to the its ability to stun with out issues of FF and the fact its planted makes it harder to notice that being said its only useful if you know how to plant it right.

Also it 4 to a box for compared to HEDP 3 to a pack.

Edit: i am dumb its 5 to a box in fact.

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Decreasing claymores to 5 points would be… pretty bad, having so many stun threats on the backline would make it really awful for runners and lurkers. Each mine requires minimal investment, whereas to get the most out of HEDP you require either a UGL or m79 (hand throwing nades to stun xenos == throwing).

Makes sense mine boxes are more expensive than nade packets.

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Mines are easily slashable and bypassable, same with xeno traps. You can get mine boxes from req but its hardly viable since even they don’t get much. I may be wrong but I think you can spit at them (25% sure you can spit them from distance to blow them up). They could be deadly but they’re not, most reasons xeno’s die to them is because they’re low HP, get caught in the claymore trap of them being stunned right next to a blue fire sentry. HEDP are by far more superior to claymores and are more available to marines than claymores

If you use anything right its deadly, a HEDP is deadlier being able to stun longer, used defensively and offensively as well as being able to be used as defence clearance.

With the 2 Larva’s it makes it more bearable to patrol backlines. As well in my belief backlines should be difficult for both sides, as colony backlines should be as dangerous as xeno backlines if not a bit less.

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I’d argue people largely underestimate the power of claymores. Not by much though, it’s just that they aren’t useless.

HEDP is much much stronger (and easier to use) on the frontline, while claymores are more powerful in the backline. Most backliners run into situations without looking (because speed and efficiency is important, especially when running away or in active combat) - thus running into claymores. And claymores last until activated, are easy to hide, and easy to die to (especially on low hp as you said - say you plant a claymore on an escape route or in a guarded backlining spot or on catchy fighting terrain, because terrain is incredibly important in the backline and by controlling that terrain you significantly lower the advantage of the xeno’s superior speed and mobility especially when they are surprised by the claymore).

Consistent presence of claymores is much more hostile terrain for backliners/flank benos bcus of that random death/instant disengage chance, and thus you can just put them in a part of the map to make zoning more effective against backliners (such as around medics) without needing to worry about it after its down (and it is worth using so long as the time or pressure wasted by a beno is greater then your sacrifice by putting it down - although it depends a lot on the context of when and where it is activated/placed on just how much you are expected to gain for doing so on average).

The last time it was buffed it instakilled runners (which is not fun gameplay) so it doesn’t need another direct buff to its power.

Still i’d prefer HEDP in my explosives pouch just for its ability to destroy terrain and deny area which is a much easier advantage to follow up on consistently (alongside other utility), but claymores aren’t bad by any means and are viable, if a bit time consuming (iirc you can even store the claymore box in a drop pouch, which is efficient storage). But it’s absolutely way lower value then HEDP and much more boring to use.

But i mean 5 point less, that’s fine. it’s an interesting weapon if a bit annoying to fight and is underutilized. One person taking and utilizing claymores on a round will on average make backline easier for marines and maybe save a few lives and chance some runners/lurkers and thus its a valuable asset when used correctly. And backliners always take calculated risks which eventually develop into death (which is the primary way marines kill them, on a chance) - by increasing the risk compared to the reward, backliners are less valuable, especially in the terrain that is so important to their success.

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except when john marine places them under a dozen items in a pile or behind some form of vision blocker like vines or even certain spots you can only approach from one side from

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Its a trap, its not supposed to be seen easily, Right click or Alt+click.
Facehugger and acid traps, spike traps, alien mines(might be overkill) work the same way.

You don’t push the xeno backlines as scout without checking under every plant, wooden plank, helmet, gear.

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But you can still know where they might be because of weeds, and how xenoes cannot move debris to cover them, while also having incite invis time to check for them.

And most of all, can just shoot them from range. There is a huge disparity between them.

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Alien mines don’t work the same way. The counterplay for marine is much more QOL, in exchange for being much more powerful.

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Before xeno mines could be hidden under bushes. It was changed because it was deemed too powerful.

Claymores didn’t get that change because they’re not on the same level. (Probably forgot to change that but I don’t know I’m not a maintainer)

Also, I rarely even see claymores used in rounds because they are that bad and are a noob trap in your lockers.

You can litterally spam all xeno traps and we get only 10 claymores per person which costs us 40 points out of the 45 we get. Crusher and rav is also a litterally claymore defuser too so it’s not like we can use them offensively.

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