Mine Placement

tankefugltankefugl One Script To Rule Them All...Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
<div class="IPBDescription">What works well?</div> Hi there.

I know some commanders use mines for early defense, and I've been experimenting with it a bit myself. However, I am not sure what the ideal number of mines and the placements they would require for a small early-game base (ip, armoury, arms-lab). Any enlightened souls that would care to share their knowledge?

Comments

  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited December 2003
    zaped tf is your friend if you build it against the cc and then build around it. but if thats not the way you want to go (assumes 2 ip) 1 pack of mines. 1 mine on each ip. 1 behind/on the cc and 1 on the ground behind the rt (very important to place it on the ground and not on the rt. if it is placed on the rt and the rt is destroyed the mine may block you from rebuilding it) and 1 mine in the most likely aproch to your buildings (not on the floor by the exit).

    if you want to drop 2 packs. 1 on each ip and the rest in the exits to base.

    but if you drop 3pack you may as well have zaped the tf and built around it. the other advantage of the building the tf is early hive defence (in a way). go 1 ip tf obs (get pg) rush to hive build and zap rt build pg by rt.

    edit..

    nmho mines are great for sg rushes. place around the exits to the hive. when they come back to save it boom boom boom hehehe. by the time they start spawning in its to late.
  • yef_BaRRaCuDayef_BaRRaCuDa Join Date: 2003-12-03 Member: 23914Members
    <!--QuoteBegin--LittleToe+Dec 4 2003, 06:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LittleToe @ Dec 4 2003, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nmho mines are great for sg rushes. place around the exits to the hive. when they come back to save it boom boom boom hehehe. by the time they start spawning in its to late. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    He, he. Nice one. Have to try it, next time I'm going comm.

    Btw, does it make sens to dropp 8-10 mines, to stop an onos attacking the base or important installations?
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    <!--QuoteBegin--yef.BaRRaCuDa+Dec 4 2003, 09:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (yef.BaRRaCuDa @ Dec 4 2003, 09:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Btw, does it make sens to dropp 8-10 mines, to stop an onos attacking the base or important installations? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    By all means, yes. One pack of mines should be effective per onos though if you don't have a lot of res. Just make sure that the person you're giving the mines to won't be killed by the onos before he gets to drop them.
  • yef_BaRRaCuDayef_BaRRaCuDa Join Date: 2003-12-03 Member: 23914Members
    One pack? Really? Thought 5 mines would hurt an onons but not kill him. Doesn't it take at least 8 mines to knock him out?
  • PxaonomusPxaonomus Join Date: 2003-12-05 Member: 23984Members
    Takes alot of mines to kill an onos, best bet is to place mines leading into the base (down hallways just outside) so that someone on base duty can finish it off

    When you have turrets in base, onos's usually go for the tf, so elec it, and place alot of mines at the fake part of the tf

    Another good thing to do would be placing mines on walls/ceilings for walk walkers, also its harder to notice them, and then bile them

    I heard that in the next version of NS, mines can't be stacked, so a stack of mines will look like a stack of mines... does that mean we can wall with mines <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • NScombatNScombat Join Date: 2003-11-17 Member: 23043Members, Constellation
    I thought the blast from a mine harmed rines - or is that only true on ff servers?
  • yef_BaRRaCuDayef_BaRRaCuDa Join Date: 2003-12-03 Member: 23914Members
    But how many mines does it take now to kill an onons, let's say with Lvl 3 Regeneration?
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited December 2003
    8 mines will kill an onos with regen or redem. 10 for carpace.
    5 in your base where the onos must go is enough. give your base monkey a hmg. wate untill the onos hits the mines then finsh him off.
    if you place the mines in the halls or at the door you give the onos a chance to run. if you place them in your base where he has to go there is less chance for him to run.
    if it is a redem onos the best way (befor wepons upgrade 2) is 8 mines. he may redem but as soon as he apears in the hive he will die.
    placeing mines around buildings will get your mariens killed (rc 2.0).

    if you have a good team and a little luck. drop 1 or 2 (1 for each exit to your base) pack of mines and wate for the onos to attack. the guy with the mines moves over to where the onos will leave and drops the mines after the attack begins.
    onos rushes in. you drop the mines. onos rushes back out. boom, dead onos.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    i find some good places for mines are where aliens take cover. ex: beind the base node in eclipse and hera, behind the cc in lost. also, its fun to cut off escape routes w mines. onos runs in your base, mine up the exit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> takes speed and timing though.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Any place the Kharra might ambush from. Nooks, cranies and niches where only skulks fit are great. Also try putting mines on the cieling outside your base, and wherever skulks like to hang <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> out - the comments you get from that are hilarious!
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--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 heard that in the next version of NS, mines can't be stacked, so a stack of mines will look like a stack of mines... does that mean we can wall with mines  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Sort of. Your description is correct. However, the mines can be killed with 30 damage, which is 2 spit shots from a gorge or 3 parasites. If you have a stack of mines and the bottom one is destroyed, they will all be set off, and there will be no more wall. You can also use mines to make a ladder to get somewhere you couldn't normally get to.
  • PegenatorPegenator Join Date: 2002-12-21 Member: 11269Members
    If I'm the comm, I usually use 3 turrets to cover my base. It's as costly as elec'ing the tf and far more effective, IMO. Turrets scare away skulks and even fades more easily, and I've caught a few fades running away from my base with turrets, too.

    If the enemy has oni or many fades, I usually use the "mine surprise"-tactic, but that's going to change in 3.0
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Pegenator+Dec 6 2003, 06:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pegenator @ Dec 6 2003, 06:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the enemy has oni or many fades, I usually use the "mine surprise"-tactic, but that's going to change in 3.0 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think a good potential way to make a mine trap in 3.0 would be to make either a ring of mines, or set up a staggered pattern. I'll have to test it when 3.0 comes out.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin--LittleToe+Dec 4 2003, 06:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LittleToe @ Dec 4 2003, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1 mine on each ip. 1 behind/on the cc and 1 on the ground behind the rt <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you place a mine ON a building, it will damage the building when it is detonated. Wierd bug I found to my horror about 5 months ago. I had armoury, arms lab, and proto grouped together and thinly spread with mines. A skulk decided to bite it.

    BOOM.


    :[Cry]:


    Mines are serriously underestimated; as everyone here has proved. 1 res per mine? That's tiny. Think that every time you drop a marine ammo, you could have sent him to the armoury and had 2 mines instead.
    (Mines can't be dropped individually I know, but 3 ammo packs would be 1 pack of mines.)

    And finally, make sure you TELL your marines what you want them to do with the mines BEFORE you drop them. Dropping mines and having them randomly placed within 2 seconds is of no use.
  • Fat_WangFat_Wang Join Date: 2003-08-31 Member: 20420Members
    crappy thing bout mines is they dont give u rfk. so place 5 in a stak in middle of base where onos will b too busy fiteing to notice mines. wen onos steps on mines finish him off so u get rfk.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Mines do damage buildings, but if there is a single mine on the building to kill skulks then it shouldn't be a problem since you can easily repair it. It costs 10 res for 5 mines, so it is 2 res/mine. Mines currently don't give rfk, but that is being fixed for 3.0.
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