Mines

ExerExer Join Date: 2003-02-05 Member: 13167Members
<div class="IPBDescription">....</div> Anyone ever use those things any more? I've yet to see a com actually use them. It's too bad, I really liked them. Now we see a TF in base instead..

Comments

  • TickTockTickTock Join Date: 2002-05-13 Member: 608Members
    They do too much friendly fire, and with more battle gorges present, they're easier to set off.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    There were some severe balance issues with mines during PT - well possible that they came out a little sub-par, although their classic application, such as the mining of a vent, can still be very effective.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    *cougheclipsemsventcough*

    I don't see mines that used nowadays either....maybe it's because they're for tactical placement to detter aliens before they reach your actual base??

    I'm just thinking that since mines now act like landmines of dewm....maybe we could box in the aiens at their hives?? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Just a crazy idea
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
    I wish they were used more <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • BarxBaronBarxBaron Join Date: 2003-02-02 Member: 13031Members
    edited August 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There were some severe balance issues with mines during PT - well possible that they came out a little sub-par, although their classic application, such as the mining of a vent, can still be very effective<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    lemme' translate <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    mines are only good in vents now because of too much FF, therefore they rare to see near bases......

    and because no one wants to research JPs then drop them for 15 res when they could just drop a generally 10 times more effective (not always though) HA for 20 res marines rarely gain vent acess

    .....thus no mines in vents because the grounded marines can't reach em'.......thus mines are never used at all <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    edited August 2003
    The FF damage of mines makes them too much a of liability on pubs, plus they're rather expensive... they're pretty well balanced overall though. I would say drop the price, but 5 res a pack would be too cheap.

    edit: me no talk good
  • ExerExer Join Date: 2003-02-05 Member: 13167Members
    That's too bad. Mines are now the Shotgun of 1.04.
    I want them back.. I always that nonotech stuff didn't hurt marines.. Fix those mines!!
  • Gold_LeaderGold_Leader Join Date: 2003-06-16 Member: 17403Members
    Mines are a good counter to the redeeming / regen - maybe even cara? onos.

    If you are setting up a siege base to assault a hive, simply place mines near were the aliens are going to come from (preferably on the ground). This will either redeem or kill an onos before it can indeed inflict any damage at all on your base or devour one of your precious HAs.

    Example: ns_eclipse location: west-access corridor (Outside of comp core)

    -Place mines on the ramps leading down into the hive as well as the ramp that goes up around the back of comp core near south loop and power sub junction. Now build your tf in that nice niche by comp core and siege away.

    Watch as cloaked/silenced aliens suddenly die whilst attempting to take down your siege base. Since you've taken the care to lay these mines away from where your building, mine FF shouldn't be an issue.

    Remember -> A mine pack a day keeps the Onos away.
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    Mines are massive.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    drop mines and you see marines using them like in 1.04. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    - all mines at one place...
    - mines close around ip armory and RT.
    - 3 of 5 mines placed on walls.
    - mines are used defensive only.

    <b>this is completely wrong!</b>

    Mines on walls rarely make sense. Just place 1/5 mines on walls.
    All mines at one place just will blow up this structure and many marines with it.
    Mines have a larger detection range in 2.0 , spread them!
    Mines near RT make no sense because of bilebomb.
    Mines get blown up by "stomp" as I experienced.

    Against 1 hive mines are worth much more than 10 res. 1-hive aliens cant counter mines in other ways than skulk suicide.
    Against 2 hives bilebomb and stomp own mines, they are still perfect against fades and lerks.
    Against 3 hives mines are utterly useless, only some really dumb lerks can get blown up.


    Ok whats left:
    Mines are a tool of "expansion" (and defense sometimes) and the best weapon against lerks.
    A mine kill counts as suicide so no res for kills.
    Mines MUST be spread along long paths and in vents, DONT place 5 mines in one door unless you want to block a suiciding onos.
    Spread them widely around the map.
    Mines are good against sens first and when you build a group to attack a hive.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    No one uses Mines anymore, ppl who do use them, use them like in 1.04
    "Place them around the stuff!"
    Thats all fine and dandy, till BOOM your whole team gets its brains blown away!

    I think that the mine should be redone like this!

    They self Cloak, Marines can see a blue light in there hud that lets them know where they are. They no longer beep when stepped on, they are still proxy mines.
    Alines can't see them, unless they use the Flashlight key, then they will see a disorted image of the mine.

    Reason for the change!
    They will be usefull again.
    They can't be seen or heard by the aliens unless they use the secondary sight (who uses that often?) marines can't see them in full, they see a flashing light that shows on the HUD.
    They can still be destroyed, just now you might not notice them. They will still harm marines too.

    What do you think?
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    In 1.04 pub play, mines only damaged the marine that placed it. Did this change?
  • PsykotykPsykotyk Join Date: 2003-01-03 Member: 11736Members
    If you drop 5 mines ontop of each other what you get is one dead chargin onos, thinking "Hey look at that one puney mine" and being blow apart. And I think with the inability to devour/redeem in 2.01 (It might not stay in but in case) I think it will be alot more usefull for saving devoured heavies / teammates...

    Psykotyk
    (aka Alpha)
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    Mines need the 'trip' effect put back in, just without the laser beam. Bump up their cost, and it's good. Currently, you have to litterally run into them, and they're easier to see. This makes them useless as hidden deathtraps. If they had a trip effect that did directional damage, you could slap a mind behind a doorframe and blow something up as it went through.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    They're just too expensive. That's the real problem
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    Too expensive? HA! Just scatter a few in your base and waste an onos instantly, and he can't do anything about it! They definately need a minimum distance apart setting.
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    Mines still have great use to stop onos altho people still place them on walls for pity sake :/

    A good way to stop an onos is to pile all the mines on 1 spot were u know its gonna run, onos walks over it BANG 300-400 damage in 1 hit, marines just pick it off easy, unless a fatteh walks along and blows it up which case ya 10 res goes down the drain :/
  • R7X3R7X3 Join Date: 2002-11-13 Member: 8395Members
    Suicide <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> > Mines.

    the mines are fine, but you need to learn to hide them from the vanilla xenoskulks.

    Many many times i've seen rines placing mines around their armory ect, so, I zip over onto the mine, and BLAM, cleaned up the mine, and hopefully a few marines too.

    and dont expect floor mines to get onii, they'll just stomp at them, or send in a anti mine skulk or gorgie.

    And dont shun the beams of light they emit, they have a psychological effect on alot of players, they'll see em, and back off, giving you more time to finish building a phasegate or something.
  • ExerExer Join Date: 2003-02-05 Member: 13167Members
    edited August 2003
    Mines to kill a onos? Pfft. Those mines will just get blown up by a gorge or fade. I'd rather save up for a HMG or GL. I would like to see the mines become a more viable strategy in a game.. Any ideas?
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