Mines Are Best During The First 5 Minutes

monk3ymonk3y Join Date: 2003-10-30 Member: 22139Members
You know, i've been using mines for the first five minutes of a game and i find them to be extremely useful, especially at defending rts from hordes of hungry skulks.

lets see, for 10 res you get a pack of mines, each mine has the ability to kill a skulk, sometimes you get lucky and get more skulks.

let's see, 1 mine kills one skulk, each skulk can give 1-3 res
there are 4 mines, 4 mines = 4 kills

4x1 = 4
4x2=8
4x3=12

well you see, mines will protect your Resouce nozzles and they will even pay for themselves overtime, so why aren't comms using them more?

Err.. don't say noobs, just give them to experienced palyers..

Comments

  • NorsemanNorseman Join Date: 2005-02-27 Member: 42655Members
    1-3 resources averages at 2 resources per kill. If 1 mine makes 1 kill, then 4 mines will make 8 resources for you. If you spent 10 resources to gain 8, you're losing resources. However, you still the XP from the kills, right? And if you go back to an armory as long as you still have at least one mine you can get more, right? If you do things right, you probably could get your money's worth out of mines and benefit from the XP.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Norseman+Feb 27 2005, 05:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norseman @ Feb 27 2005, 05:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1-3 resources averages at 2 resources per kill. If 1 mine makes 1 kill, then 4 mines will make 8 resources for you. If you spent 10 resources to gain 8, you're losing resources. However, you still the XP from the kills, right? And if you go back to an armory as long as you still have at least one mine you can get more, right? If you do things right, you probably could get your money's worth out of mines and benefit from the XP. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You can't refill mines at the armory, no matter what you have. On average, you lose 2 res per pack of mines, most likely. However, if it kills a lone skulk that is chomping on an rt, and the skulk ends up in the spawn queue and has to run back, then you could be saving 15 res for the extra minute that the rt stays active, plus the time that the skulk loses because they died.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Mines are lovely for nabbing any little base raider. If you have no marine in base building, mines can buy you a bit of time, and if used well can weaken most aliens so that even the comm himself can take them out.
  • EggmanEggman Join Date: 2004-09-05 Member: 31423Members
    I see comms use them fairly often, but only on more experienced pub servers. In a lower-skill pub, I wouldn't trust most people with a pack of mines, unless I recognize they have some knowledge of what to do with them. Mines are definitely worthwhile to get one-two packs of to put around the IP or whatever, because it means a lone skulk won't be munching on your IP, and you don't have to hop out of the chair to kill it.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    I love to place those mines in legs of rts!!!!11eleven. Lovely allways see mine kills and know that you saved Rt for a bunch of more res. The problem is that you usually have to carefully explain the comm the first 3 minutes why you need mines to get the rts safe. Naturally it is to late then. Getting a mine on each rt at start is just devastating. Skulk will be wrinching when they have to merry-around-rt when marines come due you can hide the mine 98% to rt model.

    <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    mines are always useful, in base either centered around the ip or scattered to help defending marines, around the legs of rts, hidden inside the models of pgs, agressivly placed around corners for skulks, placed on alien spawn points in hive assuming you know them. whenever.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    edited February 2005
    Putting mines in the legs of RTs is the most fun thing ever. :/ I wish mine packs costed 8 res instead of 10. The commander might be able to afford to give them out a little more freely.

    Personally, I beg like a dog for mines every game I play, because I know all the stupid tricks to using them for virtually every map. If there are skulks who are dedicated to leaving your marines alone but trying to kill your buildings, find yourself someone who is willing to go on a minefield mission.

    PS: Exploded skulks are more fun to laugh at than perforated skulks.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin-Swift Idiot+Feb 28 2005, 11:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Feb 28 2005, 11:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Putting mines in the legs of RTs is the most fun thing ever. :/ I wish mine packs costed 8 res instead of 10. The commander might be able to afford to give them out a little more freely.

    Personally, I beg like a dog for mines every game I play, because I know all the stupid tricks to using them for virtually every map. If there are skulks who are dedicated to leaving your marines alone but trying to kill your buildings, find yourself someone who is willing to go on a minefield mission.

    PS: Exploded skulks are more fun to laugh at than perforated skulks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You are not alone my son.
  • KarrdKarrd Join Date: 2005-02-26 Member: 42555Members
    Why is everyone ignoring a major tactical advantage of mines: closing off vents. It may take a little work, but you can make the map much more difficult for skulks when they have to worry about exploding as they enter of exit a vent.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Karrd+Feb 28 2005, 12:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Karrd @ Feb 28 2005, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why is everyone ignoring a major tactical advantage of mines: closing off vents. It may take a little work, but you can make the map much more difficult for skulks when they have to worry about exploding as they enter of exit a vent. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's especially nice on nothing, where you can block off the cargo vent with a pack of mines. We relocated generator once, dropped about 10 packs of mines, mined up that entire side of the map, including that vent, and the aliens were basically helpless. A couple marines kept them in base, we capped all the nodes, the game ended.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-theclam+Feb 28 2005, 09:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Feb 28 2005, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Karrd+Feb 28 2005, 12:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Karrd @ Feb 28 2005, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why is everyone ignoring a major tactical advantage of mines: closing off vents. It may take a little work, but you can make the map much more difficult for skulks when they have to worry about exploding as they enter of exit a vent. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It's especially nice on nothing, where you can block off the cargo vent with a pack of mines. We relocated generator once, dropped about 10 packs of mines, mined up that entire side of the map, including that vent, and the aliens were basically helpless. A couple marines kept them in base, we capped all the nodes, the game ended. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If there aren't marines there guarding cargo, then a gorge should be able to clear out the mines with spit, using a skulk to boost into the vent. Or a lerk can take them out one at a time by running into them.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    In 98% of games i comm, i don't ever drop a regular turret. If you need protection, mines are the way to go.
  • ZammaZamma Join Date: 2004-05-04 Member: 28458Members, Constellation
    Mines are underpowered in Pubs.

    If u play lots of PCWs or Gathers u will realise mines = 10res the same as a turret. But a skulk can take a turret easily without even dieing or it can hide from it. So really 4 mines or one turret. the turret on its own costs 10 but with a tf = 20 res. 2 mine packs. 8 mines.

    8 mines can secure a whole base at the start and mean that no skulks can rush or munch ur ips early on. Even wen taking a hive. Place PG next to RT. Elect. Mine the sides up so to slow fades down.

    Mining RTs up is WAY better than electrifying them. 10 res for 30 res. only problem is wen they boom they go boom and go bye bye.

    Early game its good to mine base and give a few mines to mine choke points, vents, and especially nearby RTs like Station Access on Eclipse for example. Basically MINES FTW!
  • monk3ymonk3y Join Date: 2003-10-30 Member: 22139Members
    edited February 2005
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1-3 resources averages at 2 resources per kill. If 1 mine makes 1 kill, then 4 mines will make 8 resources for you. If you spent 10 resources to gain 8, you're losing resources. However, you still the XP from the kills, right? And if you go back to an armory as long as you still have at least one mine you can get more, right? If you do things right, you probably could get your money's worth out of mines and benefit from the XP. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    erm... this isn't combat... this is classic ns!!!1!!

    i'd love to see comms to utilize mines more!!
  • mavericknmmavericknm Join Date: 2005-01-08 Member: 33953Members
    Ugg Ive had some bad experiences with mines. Most notably with pub noobs. I dropped two packs. The noob takes them and makes a line at an entrance. I should have yelled at him and told him what to do but no microphone... As for CO games, mines makes the best first upgrade. I dont have the best aim so each death guarantees me at least one kill within the next minute. A fine investement that keeps going untill around level 7 as long as I get lvl 2 weps. Back to classic again dont forget to give orders along with each batch of mines.

    Ps. Why does the mine icon when you get a kill show the laser when the laser trip wire has been removed in game?
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-mavericknm+Feb 28 2005, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mavericknm @ Feb 28 2005, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ps. Why does the mine icon when you get a kill show the laser when the laser trip wire has been removed in game? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    <!--QuoteBegin-im lost+Mar 1 2005, 12:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Mar 1 2005, 12:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-mavericknm+Feb 28 2005, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mavericknm @ Feb 28 2005, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ps. Why does the mine icon when you get a kill show the laser when the laser trip wire has been removed in game? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    agreed

    the only draw backs to mines is the fact that in late and mid game there worthless. not that TFs are any better. but once an onos can run over teh mine field and go get healed, or a gorge can BB the mines. there all gone. thats the only problem. but deffinitly for the first 5 minutes there good.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    <!--QuoteBegin-AvengerX+Mar 1 2005, 12:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Mar 1 2005, 12:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-im lost+Mar 1 2005, 12:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Mar 1 2005, 12:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-mavericknm+Feb 28 2005, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mavericknm @ Feb 28 2005, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ps. Why does the mine icon when you get a kill show the laser when the laser trip wire has been removed in game? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    agreed

    the only draw backs to mines is the fact that in late and mid game there worthless. not that TFs are any better. but once an onos can run over teh mine field and go get healed, or a gorge can BB the mines. there all gone. thats the only problem. but deffinitly for the first 5 minutes there good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    once the aliens have 2 hives (for bilebomb and non-sucky onoses) you've pretty much lost anyway, if they are at all competent....
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    edited March 2005
    Mines can take out Fades (not by themselves, of course), pretty easily. If you place them right, then they will be hit by retreating Fades, which could kill them.

    On funmaps, when I have a ton of res, I'll drop 10 packs of mines. Fades aren't able to land around an important structure without taking 2 or 3 mine hits That's 250-375 damage.

    They aren't cost-effective, but they are still useful late game.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    yup, quite often when u are bombarded by HEAVY alein forces because you are trying to lock the middle hive or siege their only hive, putting a lot of mines around the pg/tf/armory area can _seriously_ scare fades off. just have your marines stand in the middle of the pack and if the fade comes, he will trip a few mines and around two shots from a shotgun can easily kill the fade.

    not advised when bilebomb is available (or gorges are able to reach a overlooking vent and can spit them).
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    <!--QuoteBegin-Nadagast+Mar 1 2005, 02:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nadagast @ Mar 1 2005, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Mar 1 2005, 12:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Mar 1 2005, 12:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-im lost+Mar 1 2005, 12:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Mar 1 2005, 12:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-mavericknm+Feb 28 2005, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mavericknm @ Feb 28 2005, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ps. Why does the mine icon when you get a kill show the laser when the laser trip wire has been removed in game? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    agreed

    the only draw backs to mines is the fact that in late and mid game there worthless. not that TFs are any better. but once an onos can run over teh mine field and go get healed, or a gorge can BB the mines. there all gone. thats the only problem. but deffinitly for the first 5 minutes there good. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    once the aliens have 2 hives (for bilebomb and non-sucky onoses) you've pretty much lost anyway, if they are at all competent.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    2 hives and you give up? thats pretty sad. marines can come back from a two hive game. it happens all the time. please tell me you don't think that way when you comm... "dang, second hive up.. time to recycle"

    if we were talking 3 hives then I may agree with you more so
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    <!--QuoteBegin-AvengerX+Mar 1 2005, 11:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Mar 1 2005, 11:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nadagast+Mar 1 2005, 02:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nadagast @ Mar 1 2005, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Mar 1 2005, 12:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Mar 1 2005, 12:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-im lost+Mar 1 2005, 12:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Mar 1 2005, 12:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-mavericknm+Feb 28 2005, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mavericknm @ Feb 28 2005, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ps. Why does the mine icon when you get a kill show the laser when the laser trip wire has been removed in game? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    agreed

    the only draw backs to mines is the fact that in late and mid game there worthless. not that TFs are any better. but once an onos can run over teh mine field and go get healed, or a gorge can BB the mines. there all gone. thats the only problem. but deffinitly for the first 5 minutes there good. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    once the aliens have 2 hives (for bilebomb and non-sucky onoses) you've pretty much lost anyway, if they are at all competent.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    2 hives and you give up? thats pretty sad. marines can come back from a two hive game. it happens all the time. please tell me you don't think that way when you comm... "dang, second hive up.. time to recycle"

    if we were talking 3 hives then I may agree with you more so <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    if the aliens have any coordination or skill, hive 2 means they basically win 95% of the time. Unless marines have lots of nodes and proto tech, marines lose. Period.

    Leap Skulks are just TOO GOOD. It's sick.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Well, at least twice now I've taken a minepack to a hive, sat in a corner with 3 mines in the corner with one infront of me at head level. If a skulk leaps at me, I duck, which gets at least one, and if not i strafe and let em crater. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    well, nobody has yet mentined the oh so great new ability of the mines to create ladders <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    <!--QuoteBegin-aonomus+Mar 2 2005, 12:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aonomus @ Mar 2 2005, 12:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, at least twice now I've taken a minepack to a hive, sat in a corner with 3 mines in the corner with one infront of me at head level. If a skulk leaps at me, I duck, which gets at least one, and if not i strafe and let em crater. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    bleh i hate when my marines do that! ur one of those who love to waste the comm's res huh <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    The important thing about the ResTower mining isnt the RFK you get when the mines blow up!

    One Mine for each RT outside the base should be enough! Place one mine under the foot of each RT. Think about where the Skulk will try to hide if it attacks the RT. Which side will it attack from? Exactly there you put the mine!

    Let me say this again: its not the RFK that makes RT-Mine Defense so great. If one mine kills the Skulk that attacked the Rt-->
    1-3 Res

    If the RT lifes for 1 more minute
    -->even more res (^^ dunno the exact number)

    That is why mines will absolutely pay for them self in RT Defense since they wont just give you RFK they ll also let the RT life a bit longer. These Res should be included.

    So its <b>not</b>:

    Minepack=10 res
    You get 4-12 back
  • ZammaZamma Join Date: 2004-05-04 Member: 28458Members, Constellation
    edited March 2005
    Tbh mines are not used in an offencive way enough. In pubs i find its always good to spend an extra 20 res on 2 mine packs NOT for base defence. They can set these at choke points or around rts. Just think. Mining up around random corners kills skulks and slows aliens down. So really u shud mix both.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-monk3y+Mar 1 2005, 01:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (monk3y @ Mar 1 2005, 01:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1-3 resources averages at 2 resources per kill. If 1 mine makes 1 kill, then 4 mines will make 8 resources for you. If you spent 10 resources to gain 8, you're losing resources. However, you still the XP from the kills, right? And if you go back to an armory as long as you still have at least one mine you can get more, right? If you do things right, you probably could get your money's worth out of mines and benefit from the XP. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    erm... this isn't combat... this is classic ns!!!1!!

    i'd love to see comms to utilize mines more!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you see me comm, ask for mines and you will get em.

    I love mines tbh <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    *searches for Faskalia to place a mine ladder at landing pad ns_hera*
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