Would Anyone Be Opposed to a Mine Damage Buff?
Al_Ka_Pwn
Join Date: 2007-12-26 Member: 63264Members
It seems silly that a grenade can instantly kill a skulk with carapace and it gets more ammo for free, but a 5 rez mine can't kill a skulk with carapace. For their cost, and their vulnerability to ranged alien attacks they should at the very least be able to kill skulks at all stages of the game.
Comments
absolutely.
mines are godlike, especially as a resource dump.
the other day i got about 10-15 mine kills in a single game. they make skulks almost completely worthless, even if you don't die you become almost one-hittable so even derpy marines can roll face on keyboard and still kill you.
Totally.... a crazy OP part of Marine game play should be made even more powerful yo....
Lets make the shotgun rapid fire and have infinite ammo too?
Perhaps lets make Nano-shield work on multiple marines at once.
In the current version of NS, where it's basically bad for aliens to not try powernode rushes, mines are overpowered for the price they cost. If powernode rushes were more of a tactical decision rather than a required fallback every time marines moved forward than mines could be more powerful for their cost.
Leave mines alone.
Leave mines alone.<!--QuoteEnd--></div><!--QuoteEEnd-->
Non cara skulks can prevent dying from mines as well.
They are fine as is.
To the people saying that they are op, i do disagree with you, only due to the incredible number of counters which aliens have at their disposal, especially lerks which are a fairly early and fairly effective counter. needless to say once bile bomb, leap, onos or fade are out, mines become a lot less useful.
To the people saying that they are op, i do disagree with you, only due to the incredible number of counters which aliens have at their disposal, especially lerks which are a fairly early and fairly effective counter. needless to say once bile bomb, leap, onos or fade are out, mines become a lot less useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
true.
i think the 'overpowered' view is mainly when aliens have their backs to the wall and are pretty much all stuck as skulk. mines can make skulk almost entirely powerless... you can defend powernode, phase gates, cover your flanks... even place them around you to prevent skulks from engaging.
however... in the grand scheme of things something which is almost a 'hard counter' to skulk is just strategic depth.
1skulk can run with celerity above mine (or fade can blink) and they take none damage if they're fast enough, just clearing the minefield, and if you place mines next to eachother you'd think you get dmg buff, but in reality i think it does nothing at all, other mines explode but they're too far away to do any dmg.
in my opinion what needs to be chanced :
- mines needs to explode instantly, you shouldn't be able to dodge with fast skulk or blink fade.
- mines needs to do increased dmg if placed next to each other ( if they are doing increased dmg, i sure hell don't see it, i can see 1 skulk survive 3x mine explode )
how ever these chances would make mines very effective, so to keep balance, they could actually LOWER the dmg they deal, so if you want kill 1skulk instantly, you need to place 2mines or even all 3 to sameplace if he has cara.
1skulk can run with celerity above mine (or fade can blink) and they take none damage if they're fast enough, just clearing the minefield, and if you place mines next to eachother you'd think you get dmg buff, but in reality i think it does nothing at all, other mines explode but they're too far away to do any dmg.
in my opinion what needs to be chanced :
- mines needs to explode instantly, you shouldn't be able to dodge with fast skulk or blink fade.
- mines needs to do increased dmg if placed next to each other ( if they are doing increased dmg, i sure hell don't see it, i can see 1 skulk survive 3x mine explode )
how ever these chances would make mines very effective, so to keep balance, they could actually LOWER the dmg they deal, so if you want kill 1skulk instantly, you need to place 2mines or even all 3 to sameplace if he has cara.<!--QuoteEnd--></div><!--QuoteEEnd-->
i'd rather have current mines.
1. mines aren't good against armor (light damage), in other words they're only meant for weakened stuff or skulks
2. mines aren't meant to be a 'weapon', they're meant to be a hazard or deterrent.
fyi you can't run <i>over</i> a mine as skulk; even with celerity or leap it will either kill or leave you extremely low. to avoid damage you have to run past the very tip of the trigger radius which isn't really possible if it's blocking a vent or narrow passageway. normally you don't see the mine until it's too late - or it's been hidden by a marine half-clipping it into a phase gate etc.
tl;dr mines are plenty good already.
Vanilla Skulks can set off mines without dieing
You take some damage still, but I do it all the time and with regen you don't even care
If you can't risk that health then there's always parasite
So now that's two ways for skulk to counter it
Obviously every lifeform after that just gets better and better with the counters
I think mines do need a boost, but not direclty
I'd be much more interested in a sidegrade for them via a 5-10 res researchable or even an alt fire that can be used on infestation
1) that people place them too close together, which in turn, blows them all up.
2) the Lerk and Fade being able to perform a (drive by) and blow up mines.
These points need to be addressed.
1) that people place them too close together, which in turn, blows them all up.
2) the Lerk and Fade being able to perform a (drive by) and blow up mines.
These points need to be addressed.<!--QuoteEnd--></div><!--QuoteEEnd-->
1) in certain situations you might want to 'stack' mines.
2) that's basically the only weakness of mines, although lerk would be kinda stupid to fly over because you still take damage (just shoot with spikes)
Lets make the shotgun rapid fire and have infinite ammo too?
Perhaps lets make Nano-shield work on multiple marines at once.<!--QuoteEnd--></div><!--QuoteEEnd-->
You have to headbutt a mine to die to it, it's not invisible. Dying to a mine is literally your mistake to make since you can not die to it even without carapace and you call this thing OP? Are bottomless pits and lava op as well since you have to run headlong into those in order to die to them?
I'm sorry but if you think that mines are what is making you lose games due to their over poweredness then you need to reevaluate your play style.
I think someone made a really interesting point in the electrify thread where allowing mines to actually be powerful enough to do a decent job of defending a RT makes it so that the game becomes less of a game of whack-a-mole resource tower edition, and more a PvP game where aliens are forced to preemptively stop marines from setting up. or at least have to delay the pres onos in order to get a gorge or lerk to kill the mines.
It makes skulking extremely frustrating, and pretty much shuts down all movement through vents. Part of the problem is that you don't even have to touch the mine for it to explode, you just have to be close to it, which makes it a bit too easy to hit them by mistake. Then there's the cost -- they're simply too cheap compared to how many of them you get.
As for the counters; they're not really effective. Spamming cysts around the entire map isn't feasible in the early parts of the game, and probably not even in the later parts of the game unless you are completely dominating. Some parts of the map you can't even cyst, like vents. Lerks don't come out until 5 minutes or so into the game, so that doesn't really help either. Even when you have a lerk, you need that lerk to help in combat, not flying around the entire map looking for mines -- and even if you know where the mines are, shooting them actually takes a lot of time.
If they came any later than early game, they'd be borderline useless. Higher lifeforms can tank multiple mines easily since they only do light-type damage.
1) that people place them too close together, which in turn, blows them all up.
2) the Lerk and Fade being able to perform a (drive by) and blow up mines.
These points need to be addressed.<!--QuoteEnd--></div><!--QuoteEEnd-->
#2 is not a problem.
A drive by is something useful to do, but it's time spent as well. That time could have been spent harassing marines or taking down a building, where it rather has to be spent running home to heal.
Mines need some structure that prevents them from just universally denying space. Every mine should not be a guaranteed skulk kill.
That wouldn't make sense unless they had tiny mechanical spider legs.