mines
c0ke
Join Date: 2004-07-02 Member: 29676Members
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<div class="IPBDescription">need a change</div>i think the mines as they actually are need to be changed
the explosion-delay is making them much weaker than they used to be
a fast lifeform can blow a lot up without getting hurt much
the explosion-delay missing its goal imo, which makes them pretty weak compared to their costs
the explosion-delay is making them much weaker than they used to be
a fast lifeform can blow a lot up without getting hurt much
the explosion-delay missing its goal imo, which makes them pretty weak compared to their costs
Comments
with leap you can blow up a lot of mines, as a skulk, without dying.
and even if you die, there are no Res For Kill like @ns1 you get paid back
so the cost/use -factor is horrible!
why should i spend my res on them? just to weaken unwarily lifeforms during a fight?
and asmovement and gameplay physics improve, they probably are going to become worse :/
Fades need to take full damage from mines otherwise I think they're fine right now with the 3 other classes having a way to deal with them
Although Stomp killing the mines instead of disabling them does get honorable mention
If a Onos is dumb enough to walk over a huge group of mines I'd say the Marines deserve that kill
1 lerk or team player skulk will destroy those mines in short notice anyway.
Mines are more of an annoyance than anything else. I'm not saying they are completely useless but I would rather spend that 10 tres and 15 pres on something more useful in the long run (Or short run).
Mines are also pretty much worthless once fades are out.
I wouldn't mind seeing them changed similar to the hydra. Spend 15 res and you can only place 3 mines at a time, but its reusable. It wouldn't change much in the early game, except teams wouldn't be able to mass spam them (probably a good thing). It would reward players for staying alive, and they would actually be somewhat useful mid to late game.
Mines are also pretty much worthless once fades are out.
I wouldn't mind seeing them changed similar to the hydra. Spend 15 res and you can only place 3 mines at a time, but its reusable. It wouldn't change much in the early game, except teams wouldn't be able to mass spam them (probably a good thing). It would reward players for staying alive, and they would actually be somewhat useful mid to late game.<!--QuoteEnd--></div><!--QuoteEEnd-->
good point and comparison with the hydra-model here. it makes sense and could actually work out
i just wonder if there also is a way to buff mines lategame, SGs also do not lose their worth that massivly over time and do not cost much more. the marine's upgrades are significantly involved here so what if upgrades would also affect the mines in some way? (e.g. shorten the timer, more damage, or other minor buffs?)
That will change the mines to laser-grid-mines or something.
Effect: The armor, damage and activation range of new placed mines is drastically increased but only damage the one target that sets them of. (They launch a projectile that flies into the alien and explodes in the body.)
This way they are less useful against groups of skulks (to not further weaken the skulk in late-game) but more useful against higher lifeforms. And it adds one more upgrade choice for the marines in late game.
Im not talking anything major like disabling movement speed, just something minor to make mines more of a 'battle aid'
and honestly i dont think any form of life fiction or real would be quite 100% after being next to a blast like that :/
i just wonder if there also is a way to buff mines lategame, SGs also do not lose their worth that massivly over time and do not cost much more. the marine's upgrades are significantly involved here so what if upgrades would also affect the mines in some way? (e.g. shorten the timer, more damage, or other minor buffs?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Add a mine upgrade at the advanced armory for 5-10 res. A problem with mines late game is that they are easily taken out without dealing damage en masse by blink, shadowstep and stomp (not to mention lerks and gorges taking them out at range). Of course, if they were reusable like I mentioned, it would lessen the sting of losing them so easily. However the upgrade could prevent mines from detonating when they detect it was a fade blinking/SSing, and won't detonate with stomp but are disabled momentarily like buildings. Call the upgrade "smart mines" or something similar. Add in a minor damage buff with the upgrade for good measure.
I.e. Instead of exploding, they contain an electrical charge. When an alien runs over it, they discharge - and then have to re-charge. During this period, an alien (if it has not died) can then munch it until it is destroyed.
This would mean that aliens couldn't just destroy at will, and would actually provide greater use as more permanent (but less lethal) defensive structures.
I have always said there needs to be two types of defensive structures, and I stick by that still.
Something less lethal with a short range (so aliens can pass through an area easily) that can be used for protecting buildings, weakens life forms and allows marines to mop up when there is a threat in the base.
Something extremely lethal that essentially blocks off map routes to the aliens. Because really the alien team is about damage per second, and the fact they can keep throwing themselves at points on the map due to their speed. This would prevent that and force them to play the marine game.
I.e. Instead of exploding, they contain an electrical charge. When an alien runs over it, they discharge - and then have to re-charge. During this period, an alien (if it has not died) can then munch it until it is destroyed.
This would mean that aliens couldn't just destroy at will, and would actually provide greater use as more permanent (but less lethal) defensive structures.
I have always said there needs to be two types of defensive structures, and I stick by that still.
Something less lethal with a short range (so aliens can pass through an area easily) that can be used for protecting buildings, weakens life forms and allows marines to mop up when there is a threat in the base.
Something extremely lethal that essentially blocks off map routes to the aliens. Because really the alien team is about damage per second, and the fact they can keep throwing themselves at points on the map due to their speed. This would prevent that and force them to play the marine game.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the idea mine itself being permanent. Although I would still make mines reusable much like the hydra...(<i>since they are "nano-constructed" or some fluff</i>).
Since they can still be destroyed, it would still make them the only pres to use ability (much like the hydra use to be) if they weren't reusable.
If reusable, I would give them 2 modes (by rmb clicking like the pistol). One is the one-time explosion (like we have now), but make it less lethal since they are reusable...and since really we should always promote player combat over defensive structure kills. In other mode, the mines emit a constant AoE electrical DoT. It doesn't do crazy damage and it shouldn't stack, but its enough so that a skulk and even a fade cannot afford to stay there very long. Destroying the mine while in this mode detonates it. It would essentially mimic electrify from NS1, since it would be used to defend structures more than anything.
the explosion-delay is making them much weaker than they used to be
a fast lifeform can blow a lot up without getting hurt much
the explosion-delay missing its goal imo, which makes them pretty weak compared to their costs<!--QuoteEnd--></div><!--QuoteEEnd-->
agreed! has been bugging me too
That with little improvement to what the mine does when fade dashes through it. Perhaps it should just ignore fades? I mean, you can still snipe them out but 1 fade couldn't just laade-daa dash through whole area and blow up dozens of mines..
Currently they have limited end-game use when put above doorways to blow up Lerks or luring Fade/Onos in trap but they are so damn visible with the alienvision that it's very hard to conceal them to be any useful.
^this. They work well for what there needed for. Skulks , and dumb lerks. It's all about placement.
Late game they are more a signal to me ... like an alarm.
Late game they are more a signal to me ... like an alarm.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's a lot of res to waste for one time use alarm switches.
If you are just going to load up on them to put on the ground then, you really shouldn't be wasting res on them