New Mines Vrs Old Mines
Jink_Jink
Join Date: 2003-03-05 Member: 14348Members
<div class="IPBDescription">Past, and Future of these Suckers</div> Mines are an intresting topic now. I saw posts all over of people talking about how mines are too strong and such because they have no counters (save running over them with a fade with regen/using metabolise). Here are a look at the mine systems as they are now in 1.04, and the ones in 1.1
1.04:
1) The Lazer Lines: Many people hated these lines, and I cant see why. They added well to the atmosphere, and when used right they could be a great psychological deternt for aliens who dont want to die. Also they allow for a bigger trigger radius of the mines, which helps in narrow hallways. One can place a mine on the wall, and have it still kill an alien who runs through lazer on oppisite side.
2) Cost: Mines are relativly cheap. If I remember right they are around 9 res (dont flame me if I get this wrong). This allows marines to defend their main bace relativly cheaply with 2 mine packs or so early game.
3) Blast Radius/Damage: The Damage and radus is pritty good and ballanced. A skulk w/ L3 carp gets hurt just enough to be a nuciancee when it hits a mine, and if it hits 2 its dead.
4) Mine hitboxes / Counters: Gorge spit right above, Bile bomb, and acid rocket. Pritty good counters, so if a lone gorge finds some mines, BAM. If not, when fades come.. BAM. The hitbox was kinda sketchy.
5) Proxy mines: The friends of all marines they definatly send alens to the cemetary if placed right.
1.1:
1) Only Proxy mines: Mines dont have the lazers any more, and they have a smaller trigger radus. Also they can be stacked now, + they work on ceelings. This is great and all, but a skulk can jump through a mined doorway. I personaly liked the atmosphere of the lazer lines, and how a skulk had to think twice and realise if it was worth suiciding on the mined door. Added a nicec flavor before, but now mines will be used more as the name implys... a mine, and will be placed on the floor more from what I can see.
2) Cost: 15 res is it? Thats a good cost, but still steep for mines... 2 packs cost 30. Thats a weapons upgrade and then some.
3) Trigger Box: Trigger box is smaller now. Good to an extent, but means skulks can run around em easyer.
4) Insta-gib: The insta kill of an ONOS with 5 or more stacked mines? I have heard this but as I am not a tester I can only speculate on its strength.
Personaly I like how mines are in 1.04, at least on the lazer lines. But the 1.1 mines prove to start new stratigies and such, and Im looking forward to them (even though i would enjoy the lazer lines back, mabey with a max length for the lazer so it doesnt go across a large room. ie. if the hall too long for lazer to go across it becomes proximity, but if its narrow, then it becomes a lazer)
1.04:
1) The Lazer Lines: Many people hated these lines, and I cant see why. They added well to the atmosphere, and when used right they could be a great psychological deternt for aliens who dont want to die. Also they allow for a bigger trigger radius of the mines, which helps in narrow hallways. One can place a mine on the wall, and have it still kill an alien who runs through lazer on oppisite side.
2) Cost: Mines are relativly cheap. If I remember right they are around 9 res (dont flame me if I get this wrong). This allows marines to defend their main bace relativly cheaply with 2 mine packs or so early game.
3) Blast Radius/Damage: The Damage and radus is pritty good and ballanced. A skulk w/ L3 carp gets hurt just enough to be a nuciancee when it hits a mine, and if it hits 2 its dead.
4) Mine hitboxes / Counters: Gorge spit right above, Bile bomb, and acid rocket. Pritty good counters, so if a lone gorge finds some mines, BAM. If not, when fades come.. BAM. The hitbox was kinda sketchy.
5) Proxy mines: The friends of all marines they definatly send alens to the cemetary if placed right.
1.1:
1) Only Proxy mines: Mines dont have the lazers any more, and they have a smaller trigger radus. Also they can be stacked now, + they work on ceelings. This is great and all, but a skulk can jump through a mined doorway. I personaly liked the atmosphere of the lazer lines, and how a skulk had to think twice and realise if it was worth suiciding on the mined door. Added a nicec flavor before, but now mines will be used more as the name implys... a mine, and will be placed on the floor more from what I can see.
2) Cost: 15 res is it? Thats a good cost, but still steep for mines... 2 packs cost 30. Thats a weapons upgrade and then some.
3) Trigger Box: Trigger box is smaller now. Good to an extent, but means skulks can run around em easyer.
4) Insta-gib: The insta kill of an ONOS with 5 or more stacked mines? I have heard this but as I am not a tester I can only speculate on its strength.
Personaly I like how mines are in 1.04, at least on the lazer lines. But the 1.1 mines prove to start new stratigies and such, and Im looking forward to them (even though i would enjoy the lazer lines back, mabey with a max length for the lazer so it doesnt go across a large room. ie. if the hall too long for lazer to go across it becomes proximity, but if its narrow, then it becomes a lazer)
Comments
The only problem i see at the moment is that people dont know how to use them stragetically (placing them in vents, on the floor in dark areas, etc) and usually turn the whole base into a light show with pretty laser beams. (Which explode in our face as soon as the fades come)
not sure how mines work in 1.1 though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
There goes my shield-in-the-field tactic. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
The way they were in the first couple of 1.1 builds meant they were nearly more effective than turrets for the majority of the match and a 5-10 mine stack being able to take out an onos seemed just plain wrong. I'd like to see stacking be taken out. If you want to discourage onos attacks spam them accross the floor near the door. The onos will need to detonate some then run back and heal, this gives the marine plenty of time to get to the base and hunt him down, and any onos that gets through will be severly weakened.
Personally I think mines should own skulks. However, I think they should be about 15 rez, or about as much as a shotty. Shotty owns skulks too, so they should be equally priced.
people who used them right, and not just spma them everywhere, could do a really nice defence of there base and equipment.
Nothings says BAD IDEA to a Skulk, like when you see a door with a perfect 2 X 3 grid of mines covering it with the lasers in a nice leveled laser line door effect.
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<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ----- On second Thought....
I like the idea of Proxy mines also, but I hope they are as effective!