Why Mines Are Weaker Than Turrets

tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
<div class="IPBDescription">you cannot go all mine</div> my experience.

in a 2 Kharaa on 1 human game, i moved the base into a hive with res, then i build a 40 mine minefield, walls and floors.

skulk 1 leaped in, cleared slot. skulk 2 did same - 1/2 thru now.
i got out and rebuilt.

they repeated.

again rebuilt

they repeated - and caught me short of res while i was building a structure for time. then they hit it WHILE i was rebuilding, taking me out.

next thing i knwe, i respawned, and the 2 skulks were thru the minefield, dancing around with me in the back without turret harrassment.

a pure minefield defense just did not do it. so i added fac & turrets....the mines still there. the mines hurt them, and if they go thru the turrets got them.

both sides built, when they had fades they visited base hive again. mines at this point were near worthless, but turrets still had value.

<b>my conclusion is that mine alone never do it, and that a fac and 3 turrets are a better value than the equal res spent on a pure mine field.</b>

Comments

  • USCMLieutenant_RipleyUSCMLieutenant_Ripley Join Date: 2002-11-24 Member: 9818Members
    edited November 2002
    Barring intentional triggering (to kill marines or to try to do damage to structures or to kill oneself as a gorge to change to skulk...which should be free anyways) - after about 200+ hours of playing, I have seen 4 "accidental" or tactical (where it does not specifically benefit the kharaa) skulk kills with mines. Mines are certainly not worth the cost and are never effective at doing what they were supposed to. 1 ammo and 1 healthpack is worth MUCH MORE than a set of mines and is cheaper. Put in perspective, mines are silly early in the game. Later in the game, mines are skulk targets just because extra spawn points (hives) make the respawn even quicker...so why not suicide to save an onos the inconvenience of having to heal? Fades/Lerks simply shoot the mines. Mines need improvement.
  • padijunpadijun Join Date: 2002-11-01 Member: 3419Members
    I may be wrong, but I think a fade can trigger a chain reaction with mines, destroying one, and all the rest in the blast radius blow up. At least, I'm assuming that's how I got a mine kill tonight while playing fade.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    I agree. I cant stand it when some commander spawns us a pile of mines early in the game and no turrets, it takes about 2 skulks to clear a hole in a minefield and then eat the CC while no one is looking.
  • VsEGaZVsEGaZ Join Date: 2002-11-24 Member: 9823Members
    Turrents are only for support and to bascally scare the enemy away they not gonna do as much damage but in #'s they are deadly as hell Expecally with all the gun upgrades U notice a change of sound when u know the turrent has been upgraded Full upgraded turrents with about 30 in ya base Unstopable unless they take out ya turrent factories adats a diffrent story:P
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    I've had mines given to me twice.

    I've gotten four kills.

    Mines aren't meant for defense so much as a deterrent. If you're trying to kill something with mines you have to hide them next to buildings. If you intend to keep skulks out, or make them think twice about rushing in, put them on the walls.

    No, they're not good alone. They're excellent support though.
  • TheGunslingerTheGunslinger Join Date: 2002-11-10 Member: 8126Members
    <!--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-->Mines aren't meant for defense so much as a deterrent. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Agreed.

    I find that mines are a bit bugged, though. Sometimes they don't go off when they should, other times they explode the moment you set them.

    Also, I think the things should work off proximity if they don't already do. Getting a Kharaa to step on them is far too difficult.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Mines are excellent for an early deterrant, and can buy you enough time to have your marines in a hive room.

    Whenever I command, I usually drop 2 packs of them. That's 16 RP's and they can be deployed in roughly 5 seconds. Keep a marine at base, and that's all the defense you need. The mines will keep the marine from getting rushed, and even if the skulk blunders through one, he'll be at about 39 HP, and will go down with 2 pistol rounds, or a half-second burst with an LMG. One devoted marine and 16 RP's, and that's it.

    Compare that to a factory and 3 turrets. 25+19*3=82 RP's, and about a minute of building time, allowing the aliens to disperse through the map and secure a hive room or two. And a good circle-strafing skulk can kill a turret in 3 lives anyway, and eat away the factory.

    16 RP's+ 1 Marine on active guard>82 RP's of scrap metal.

    One game, I recieved 3 packs of mines, and by the end of the game had gotten 12 mine kills. I'm not even kidding.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    Mines go off too slow to be ANY use on the walls...a no-Celerity Skulk has to run through about 4 before one will clip it.
  • FunkTheMonkFunkTheMonk Join Date: 2002-11-02 Member: 4933Members
    most marines lay mines in a stupid fashion that a skulk can just walk thro and set em all off with takin little damage anyway.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    Walk through...how? Straight forward? As their default run speed is fast enough they escape the blast radius. Or how about...putting them on the floors? Wait, Skulks can walk on walls and avoid them that way.

    Hmm...
  • xBaD_AcCuRaCyxxBaD_AcCuRaCyx Join Date: 2002-11-18 Member: 9265Members
    #1....don't over place mines! if you have a mine field that a fly can't get through....thats useless cause one skulk can sacrifice and take everything out.

    #2....a mine does not explode other mines in its range...its just the disruption of the red laser.

    #3....mines placed on the floor don't create that laser and are more like claymores.

    #4....a regular skulk running past a mine in a regular NS hallway will be non-existant. a celerity skulk will escape will a huge boo-boo and won't like to get into a battle anytime soon. a celerity leaping skulk will receive about 10 dmg.

    #5...once fades come...their bilebomb or rockets will set a mine off. cloaking and firing once a marine walks by can get an alien a mine kill <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    #6....don't place mines so that the laser extends out of the blast radius or else an alien can trip and not get hit.

    #7....scan the rest of the forums for Mine threads....i believe there are a few. one has very good strats and placement tips.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    here's a tip: don't use mines to secure areas if being followed by a gorge with babblers.

    babbler + slow marine + too many tripwires = me laughing my butt off
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    <!--QuoteBegin--Wurmspawn+Nov 30 2002, 05:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wurmspawn @ Nov 30 2002, 05:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->here's a tip: don't use mines to secure areas if being followed by a gorge with babblers.

    babbler + slow marine + too many tripwires = me laughing my butt off<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    IF they have babblers, then they have bilebomb, then you are dead.

    K-Thanks.

    Even if mines won't kill a skulk outright, it can make it so that the lone marine guarding the base only needs a 1/2 second burst with his LMG to waste it. And, if it's a big rush, the first skulk will trip the mines for the skulks behind him. Boom.
  • 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-->....i believe there are a few. one has very good strats and placement tips. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Indeed, I keep asking for it to be stickeyed but my Mine Stratagy guide is back a page or two, just look for anything posted by me I've only started two threads in the forum, won't be hard to find
  • AlarikAlarik Join Date: 2002-11-19 Member: 9326Members
    i wouldnt rely solely on mines, but they are certainly nice to use...
  • EdcrabEdcrab Join Date: 2002-11-02 Member: 4324Members
    Yeah, mines are more a pain in the arse than an actual defence. Combined with turrets their puny 100-damage tends to make little difference, but sometimes enough.
    My faith in them was rekindled mind... jet-packed into a vent and placed a tripmine on each area of shadowy floor. Managed to get four kills in as many minutes... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Skulks just can't avoid them properly in such a confined space.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    hmmmmm do mines hurt your buildings ... IIRC they dont ... then why make another turret behind the TF if u can put a mine there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> = 19 res
    5 mines = 8 res

    I suggest putting 2 mines behind the TF, on the ground and you wont have any skulk probs for a while then just put another 2 ... and the other remaining 3 can be placed in strategic choke points ... Its way cheaper than making a sentry <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ... conserve res for important stuff ... once u get mass HMG+HA you own ... GET IT ASAP

    Also places mines on/on the ground near the CC and important stuff <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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