Mines....

Da_SargeDa_Sarge Old School Suck Join Date: 2002-10-15 Member: 1502Members
edited November 2002 in Frontiersmen Strategy
<div class="IPBDescription">Bout time someone learned ya</div> Alrighty, I have seen this happen over and over again. Marines SPAMING THE LIVNG HELL OUTA THEIR SPAWN with trip mines. Belive me....all those mines wouldn't do diddly against a fade. You wanna take enemies down with mines? Use their land mine function. They do much more massive damage than their trip mine brothers. I think there are even people out there who don't know that those mines double as land mines.

Well, here's a tip on placing them:

Always make sure that there are enough mines so that if the alien jumps, he will still land on the mines.

Smart skulks and lerks will try to avoid them if seen, by wall walking/flying. So most of the time, you won't get many frags from these guys, so maybe trip mines will have to do.

Always stick them in high activity spots. Don't stick them in a dark corner thinking "Oh gosh...they'll never know what hit em" If an alien trips on a mine in a corner somewhere, he deserves to be dead.

Place land mines around your turret factory/CC etc. Great ways to fend off attackers if all other defenses fail. I dunno about the FF aspect of it though...it might damage structures, but it should be fixed in 1.02 I guess.

Well, I hope this has helped you, now you marines, yet another weapon at your disposal to spam!!! ENJOY!

Comments

  • merC1merC1 Join Date: 2002-11-06 Member: 7345Members
    hmm , interesting . i never used mines before, how do u use them in land mine mode ?
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Mines are wonderful, one of the best weapons in the game if used correctly. Placing mines at key locations like resource towers can save you hundreds of RP's instead of building turrets there. I strongly suggest you guys use them more often.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I played a game last night where marines depended on mines instead of turrets. It worked good at the beginning until we (the aliens) found a way to *abuse* the mines. Very simple 2 skulks, one suicide the other jumps past the mines and kills what's behind it (usually resource tower) Soon the marines lost all of their towers and aliens won. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • Paladin-XPaladin-X Join Date: 2002-11-15 Member: 8807Banned
    edited November 2002
    How do you use a land mine? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    lol i didnt even know that the tripmines could be used as landmines :o

    how do you use them as landmines ?
  • SpaceMarinesGiegerSpaceMarinesGieger Join Date: 2002-11-15 Member: 8683Members
    Drop em on the ground.
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    Trip/land mines are great, but are very, very underused. Even if they don't kill attackers the explosion gives you plenty of warning, and they will often deter inexperienced aliens who don't know how to deal with them.

    Several good ways of using them :
    In high-visibility areas, so aliens can see that an entire corridor is booby-trapped with lasers.
    Low down on the ground at corners in high traffic areas, to catch skulks who come sprinting round the corner.
    In vents which open into your base, to act as early warning and at least slow down an invasion by that route.
    Landmines in poorly lit areas.

    Please, commanders, give us more mines!
  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    Arrgh I LOVE Tripmines, nothing, bar nothing, not even Knifing two Onos while strifing around them gives me greater plesure then flilling corridors full of those red Lines, Until they have Fades I know that Corridor is Off-Limits except if thier willing to trade a skulk for it, and they are great as first lines of defense, on Eclipse I love when we get a good Commander, grap a hive then drops an Armory and twenty mines and has us use them as earily warning devices so when your siting there guarding the Hive hear the KABOOM, call for a few more mines, rush off replant your defenses, use the spares as mine mines then sit back and wait for more Skulks

    They get Fades?

    No problem still work as keep earily warning devices and by then your already on to seiging hive 2


    Few people are willing to leap into mines
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    Man... that's something i never understood.

    People, skulks are FREE. And i have yet to see a map where a skulk couldn't get from one end to the other in 30 seconds flat. If you spot a shitload of mines holding off half your team, just jump into them and make life easier on everyone <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    <!--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-->People, skulks are FREE. And i have yet to see a map where a skulk couldn't get from one end to the other in 30 seconds flat. If you spot a shitload of mines holding off half your team, just jump into them and make life easier on everyone <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Skulks are not Free, Mining takes less than four seconds if done by a smart Marine, An Armroy can be built and Mines droped in less than ten seconds and the doors mined in less than twently all togther, it stops the super Skulk rush as the SMART skulks stop gather up first THEN rush into a convetntly mined door OR one at a time and are riped apart by the other marines


    Mines idealy are to stop rushs 2,3 and 4
  • RazorClawRazorClaw Join Date: 2002-11-06 Member: 7413Members
    <!--QuoteBegin--Mr Bean+Nov 16 2002, 07:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr Bean @ Nov 16 2002, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--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-->People, skulks are FREE. And i have yet to see a map where a skulk couldn't get from one end to the other in 30 seconds flat. If you spot a shitload of mines holding off half your team, just jump into them and make life easier on everyone <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Skulks are not Free, Mining takes less than four seconds if done by a smart Marine, An Armroy can be built and Mines droped in less than ten seconds and the doors mined in less than twently all togther, it stops the super Skulk rush as the SMART skulks stop gather up first THEN rush into a convetntly mined door OR one at a time and are riped apart by the other marines


    Mines idealy are to stop rushs 2,3 and 4<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How would skulks not be free? They are as free as a newly respawned marine... of course if have any upgrades they are not quite as "free" anymore.
  • TheGunslingerTheGunslinger Join Date: 2002-11-10 Member: 8126Members
    edited November 2002
    If I am not mistaken...

    Place a turret factory as tightly as you can in a corner so that a lot of it is sticking through the wall. Now take mines and go very close the the two corners of the factory facing out from the wall and place the mines so they are under the model.

    This should result in invisible mines. Also placing the mines then placing the factory on top of them works well too, but is more noticable.

    Skulks will fly in and try to squim behind it and away from the turret fire. They will find out they cannot just in time for the mines to go off.

    Great for early game defense.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    What really peeves me off is when commanders DO occasionally plop down mines, n00bie marines ALWAYS take them and plaster a hallway from one end to the other...

    For the record: An exploding mine damages other mines

    That means that a that if you have a huge line of mines stretching through several corridors, and right up the the entrances of your base, a single fade can come along, blow up one mine and recieve 3 or 4 mine kills because a squad was just leaving the base.

    (I can't remember how many times I've seen fades cloak outside the marine base and actually WAIT for the marines to come out and into the mine's area of effect).
  • TempestTempest Join Date: 2002-11-10 Member: 8083Members
    Also remember, mines do not trip from teammates, only from enemies.

    Use mines around the tfac to protect it from those lonely skulks who will most certainly try to find out if your tfac has any weak spots. Mines cost virtually nothing and it will keep your tfac allive longer.
  • Dragons_RevengeDragons_Revenge Join Date: 2002-11-17 Member: 8994Members
    But also keep in mind, any long distance enemy can blow up all the mines. I came across a marine base that had 8 mines in 1 doorway. I just waddled on up as a gorge and one shot, blew up all the mines.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Of course, the marines seen me and what i did, charged my @$$ down because a dumb @$$ <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> walked behind me and i couldn't get around the corner fast enough. but it was still funny to do. Fades and I am sure lerks could do the same thing. Any alien with a distance shooting ability can take out mines with 1 shot. I think they are over rated unless you can put in a place where they won't get shot and destroyed from.
  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    <!--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-->How would skulks not be free? They are as free as a newly respawned marine... of course if have any upgrades they are not quite as "free" anymore. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    TIME is also an investment

    For the Low Price of 8$ they can hold you at bay for twenty seconds + plus that FIVTH mine not needed in doorways can be droped elsewhere as a mine mine and prehaps cost you and extra twenty to thirty seconds of TIME

    Sometimes TIME is just as an important as Resources
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    I have never been able to set off a tripmine with gorge spit or lerk spikes. Maybe it was the particular placement...

    The replies in this post affirm my view that people only whine about Marine losses because they don't know all the strategies yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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