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View Full Version : Mines - I've only just realised ....


ringring
2013-04-22, 07:32 AM
that mines and claymores deconstruct when you leave the region.

I tested it this morning in a low population fight.

Having captured Andvari I supposed that NC would either next try to capture Palos Solar Array or more likely Snowsheer Watchtower.

So I laid some mines at Palos in a place where I thought an enemy AMS might deploy and also a couple of claymores and then I desconstructed to Snowsheer.

After killing a couple I again deconstrucuted this time spawning to Palos and checked the mines and claymores. They were gone and I know there had been no activity there.

Why? Bug? Intentional?

IMHO the game should allow you to fortify positions.

HiroshiChugi
2013-04-22, 07:38 AM
I don't think this is true... There might have been a ghoster there that got rid of them and nothing else. I know that some squads/platoons run EOD pre-ops before they go to cap a certain area. This might have been the case. If so, was there activity at Palos after you left the second time? And also keep in mind that claymores, mines, C4, and all that jazz are deconstructed after you die.

Eggy
2013-04-22, 08:31 AM
Anti Personel and Anti Tank mines do not deconstruct if you die or even change class.

Placed C4 does deconsruct when you die.

I am unsure what happens to your mines when you move continent however im 100% sure as long as you stay online on the same cont they hang around until they go off, are destroyed or you replace them by deploying another one (from your stack).

I can quite often be playing and I will get a random mine kill from a mine I dont remember laying 20 mins ago. Even better is when you get a deploy bonus from you gunner laying the mines 20 mins ago.

AT and AP mines are affected by the render range bugs. For example if you are not within a short range of a TR AP mine when its deployed you will never see the green beams, and over a certain distance you will never see the mine at all.

Mordelicius
2013-04-22, 08:39 AM
that mines and claymores deconstruct when you leave the region.

I tested it this morning in a low population fight.

Having captured Andvari I supposed that NC would either next try to capture Palos Solar Array or more likely Snowsheer Watchtower.

So I laid some mines at Palos in a place where I thought an enemy AMS might deploy and also a couple of claymores and then I desconstructed to Snowsheer.

After killing a couple I again deconstrucuted this time spawning to Palos and checked the mines and claymores. They were gone and I know there had been no activity there.

Why? Bug? Intentional?

IMHO the game should allow you to fortify positions. Proximity mines do not deconstruct even if you move out of range from the hex.

I think they do if:
- you switch continents
- log out
- plop down extra mines. Can only drop 2 at a time or else the last ones will deconstruct.

I'm not sure if redeployment did it for you though. Test that or next time use vehicles to move.

HiroshiChugi
2013-04-22, 08:43 AM
Redeployment counts as dying. I'm not sure why though, but it does.

ringring
2013-04-22, 08:44 AM
It's no to all of these questions.

There was no activity in the region after I left it there were very few people on the continent (it was around 10:15 AM).
I wasn't gone very long.
I didn't place additional mines/claymores in the region I moved to.
All three mines and two claymores had gone when I returned.

But, I accept I may be mistaken and sometime could concievably have happened that I didn't notice so it would be good if this can be independently tested by someone.

Mordelicius
2013-04-22, 09:11 AM
It's no to all of these questions.

There was no activity in the region after I left it there were very few people on the continent (it was around 10:15 AM).
I wasn't gone very long.
I didn't place additional mines/claymores in the region I moved to.
All three mines and two claymores had gone when I returned.

But, I accept I may be mistaken and sometime could concievably have happened that I didn't notice so it would be good if this can be independently tested by someone.
I rarely use tank mines but you can only drop 2 mines at a time.
Now, I haven't tested 2 different classes laying down 4 mines (2 each). But usually you can only use 2 mines at a time. Once you lay down a third, one of the two will deconstruct. I'm not sure what the rule is (distance to the 3rd or the first one will deconstruct) but that' what happens.

EvilNinjadude
2013-04-22, 10:28 AM
I rarely use tank mines but you can only drop 2 mines at a time.
Now, I haven't tested 2 different classes laying down 4 mines (2 each). But usually you can only use 2 mines at a time. Once you lay down a third, one of the two will deconstruct. I'm not sure what the rule is (distance to the 3rd or the first one will deconstruct) but that' what happens.

Currently what happens is that your Loadout gives you a certain maximum. Level 1 will allow a maximum of 1, level 2 a maximum of 2.

The Engineer also has a Utility belt. This will increase your carry capacity and the max count of all deployable utilities. Changing class will not despawn your mines. Changing to different mines will not despawn placed mines, allowing you a total of 4 C4, 4 Tank Mines and 3 Claymores (I think). These will not despawn while you deploy new different mines.

What happens if you unequip the utility belt, and then place a single new mine, is unknown to me. Maybe 3 of the 4 mines will despawn, and your one new one appear. Maybe only one of them will disappear. Who knows? I don't have enough certs to test it.

Wahooo
2013-04-22, 01:17 PM
Mines stay after you die. c4 does not.

Mines stay after you change classes.

Mines stay if you leave the HEX but NOT if you log out/CTD/change continents.

The best explanation I could see is that there was a lone person went to the base and happened to see/blow up the mines.

Amazing how many mines get destroyed without ever going off.

EvilNinjadude
2013-04-22, 01:42 PM
Amazing how many mines get destroyed without ever going off.Especially tank mines after the last update. LOL. They might just as well dump the emergency reflective triangle signs onto the ground that where I live must be carried in the car at all times. They're just that visible.

ringring
2013-04-22, 01:48 PM
You can lay 3 mines without recourse to batman's utility belt. After I laid them I could see all three.

Falcon_br
2013-04-22, 02:33 PM
Proximity mines do not deconstruct even if you move out of range from the hex.

I think they do if:
- you switch continents
- log out
- plop down extra mines. Can only drop 2 at a time or else the last ones will deconstruct.

I'm not sure if redeployment did it for you though. Test that or next time use vehicles to move.

They don´t deconstruct when you switch continents, I tested it.
Every time TR capture a continent, I lay down all my mines to the base more closer to the enemy warpgate and which continents, I haven´t done this in GU 07, but before there I can confirm it will remain there and give you the kills, it is even strange when you look on you kill board, killing people on 2 different continents at the same time.
Log out and crashing do remove your mines, there is nothing worst them laying down lots of mines on the respawn room and when you hit redeploy your game freezes on redeployment, now I am switching to infiltrator and running from the respawn so there is no way the game will crash before I get 2-5 kills. With that at least I can combine them with c4 (it is already combined with anti tank mines).
A full level utility pouch gives you.
5 c4;
5 anti tank mines;
3 anti personal mines.

Redeployment is not counting as a death for me, I do it all the times and check my score board and kill board, it is not showed in both of them.

You really need to be equipped with utility pouch to deploy more mines, if it is not equipped the first ones will vanish. But after deploying them all, you can switch your suit and classes at will.

Rivenshield
2013-04-22, 03:00 PM
I wish to God they'd give us the old PS1 mines back. Give me -- not twenty, but say a dozen -- rather weak general-purpose mines that'll go off if anything or anyone runs over them. One of the things I loved about Planetside was that it gave you the ability to effectively alter the terrain. All we can do now is lay booby traps for individual vehicles. And we are much the poorer for it.

ringring
2013-04-22, 03:14 PM
I'll test it again tomorrow morning.

I'm sure that a while ago claymores did persist, I know I've gotten kills from them at bases that I wasn't at so if I am right and these dissappeared of their own accord them something changed in the last update.

Whiteagle
2013-04-22, 03:37 PM
I wish to God they'd give us the old PS1 mines back. Give me -- not twenty, but say a dozen -- rather weak general-purpose mines that'll go off if anything or anyone runs over them. One of the things I loved about Planetside was that it gave you the ability to effectively alter the terrain. All we can do now is lay booby traps for individual vehicles. And we are much the poorer for it.
Indeed, I don't mind the limit on Personnel Mines so much, but maxing out at 5 whole Anti-vehicle Mines that only do half a Tank's health in Damage each is a bit ridiculous for what they are suppose to be used for.

You can't Mine a Road or a Choke Point without a dozen or so Engineers to set up a field, just booby trap a single area the enemy is likely to hide at.

Falcon_br
2013-04-22, 04:15 PM
Indeed, I don't mind the limit on Personnel Mines so much, but maxing out at 5 whole Anti-vehicle Mines that only do half a Tank's health in Damage each is a bit ridiculous for what they are suppose to be used for.

You can't Mine a Road or a Choke Point without a dozen or so Engineers to set up a field, just booby trap a single area the enemy is likely to hide at.

Dude, I am more 2 members of my outfit, everyone with utility pouch.

We decided to block the Vanu advance on the biolab to the north of Amerish, I think it is more close to TR warpgate.

We were hidden on the chock point to the north of the base, all surrounded buy mountains.

15 anti tank mines on the road, and a sunderer hidden on the florest so we could ressuply them, also 9 anti personal mines on the capture point of the north small base of that bio lab.

I really think we did stop the Vanu zerg that day. So many sunderer, tanks and flashes killed. I think some of them had mine guard on it.
Also my record of killing people with tank mine was on that day, 9 people (I really don´t considerer vanu people, but...) inside a sunderer with mine guard and it hit all my mine with c4 on the road!

I think it took like 4 day to me using much less mines to resupply everything I spent there!

Now anti tank mines just have much less uses.
On Esamir snow, outside the road. Sometimes there are snow on the road.
On Amerish bushes on the roads.
On any place on the top of cliffs.
To combine with anti personal mines when you know maxes are coming, or much more liked, flak armor users. People really dont look for mines while on maxes or with flak armor inside biolabs.
And to place in the vehicle spawn area after you leave a base close to the enemy warpgate.

Placing them on the roads are no longer a valid use for it.

I really think they should have buffed the damage in 50% since they increased its size for times!

Dragonskin
2013-04-22, 04:33 PM
http://www.youtube.com/watch?v=cJNhMx1PE6k

TheKoolaidLine has some great ideas. I haven't tried it yet, but he takes out a few tanks by himself knowing that he could prep the area ahead of time. With the new lattice system coming I think this will be much more common.

EvilNinjadude
2013-04-22, 10:09 PM
url="http://www.youtube.com/watch?v=cJNhMx1PE6k"]http://www.youtube.com/watch?v=cJNhMx1PE6k[/url

TheKoolaidLine has some great ideas. I haven't tried it yet, but he takes out a few tanks by himself knowing that he could prep the area ahead of time. With the new lattice system coming I think this will be much more common.
Indeed, good sir, that's where our ideas for combining Mines are coming from. To stop a Zerg, take control, press the Zerg. (using mines and C4) (GABEN)

Rivenshield
2013-04-22, 11:18 PM
You can't Mine a Road or a Choke Point without a dozen or so Engineers to set up a field, just booby trap a single area the enemy is likely to hide at.

And then you run out of infantry resources. My point.

I want my old CE tools back. Mines, Spits, motion detectors... those big barricade things, whatever they're called.... that will let us slow down and attrit the tank zergs. It'd create field battles between bases. It'll let us make these ridiculously huge open bases halfway defensible. It'd be an unalloyed good.

The Spitfire turret and the ACE show up in an alpha screen shot of the CE's cert tree. Why aren't they even mentioned in the 6-month plan?

ringring
2013-04-23, 05:13 AM
I've tested and now have proof.

Mines and claymores do disintegrate when you switch regions.

http://youtu.be/iWq9GE7ruFU

The question is, recent bug or feature?

Shogun
2013-04-23, 05:59 AM
let´s start a petition to get back the PS1 style CE tool.

and all deployables should stay where we put them until we leave the cont! even longer like it was in ps1 where leaving the cont would trigger the CE as not owned but leave it active for 15 minutes.
we pay resources for those things now, so there should be NO condition other than leaving cont, that should decon mines! why is there a limit to how many mines you can deploy? this is already limited by the resourcecosts!

ps1 engineer was awesome!
ps2 engineer is useless.

camycamera
2013-04-23, 08:28 AM
on the subject on mines and c4 etc, I WANT TO BE ABLE TO PICK THEM BACK THE FUCK UP AGAIN.

HiroshiChugi
2013-04-23, 08:44 AM
on the subject on mines and c4 etc, I WANT TO BE ABLE TO PICK THEM BACK THE FUCK UP AGAIN.

^This. I can't tell you how many times I've placed down my C4 and wanted to pick it back up again.

Mordelicius
2013-04-23, 08:46 AM
I've tested and now have proof.

Mines and claymores do disintegrate when you switch regions.

http://youtu.be/iWq9GE7ruFU

The question is, recent bug or feature?

There may be hidden rules we don't know here.

Now try driving away and not use redeployment.

Lastly, just a guess, they are probably despawning due to lack of enemy/ally activity in the region or if it's hex locked.

I always get kills even when I'm far away from an area.

Now test it when there are enemies detected in the region. or when there's an active fight going on in the region.

Ohh and one last thing, since I only use proximity mines, not tank mines and only 2 at a time (never heard about that extra bag before :D ), try different number of mines.

Start with 1, 2 etc. Even better try it with a character with no extra bags unlocked. My character has none and my proximity mines do not despawn (or very rarely they do; yes sometimes I notice it and I just scratch my head).

EvilNinjadude
2013-04-23, 09:00 AM
I've tested and now have proof.

Mines and claymores do disintegrate when you switch regions.

http://youtu.be/iWq9GE7ruFU

The question is, recent bug or feature?

What're those weird lasers coming out of the mine? I've never seen them before, they apparently don't appear on lowest settings, even though they're just two simple beams.

ThatGoatGuy
2013-04-23, 09:09 AM
on the subject on mines and c4 etc, I WANT TO BE ABLE TO PICK THEM BACK THE FUCK UP AGAIN.^This. I can't tell you how many times I've placed down my C4 and wanted to pick it back up again.
^This

Also, I think that making mines weaker but adding more of them would help the mine issue. A suicidal engineer doesn't have enough time to run over to a sundy and throw down 10 tank mines to kill a sunderer.

ringring
2013-04-23, 09:30 AM
What're those weird lasers coming out of the mine? I've never seen them before, they apparently don't appear on lowest settings, even though they're just two simple beams.

I presume they are the 'trip wire' and the blast direction.


I know that the decontruction is fairly recent because I've had kills in the past from mines/claymores I've previously placed elsewhere.

I'm wondering if this came in with GU07.

I could easily have been unintentional or otoh it could be purposeful as an attempt at optimisation via reducing the number of objects the server tracks.

Whichever, they need to return it to what it was. Fortifying bases and outposts is important.

Wahooo
2013-04-23, 11:02 AM
What're those weird lasers coming out of the mine? I've never seen them before, they apparently don't appear on lowest settings, even though they're just two simple beams.

They are barely visible on Lowest graphics settings.

They are supposed to be like a light beam trip wire and it is the indication of blast direction as said. Basically the way people who learned about them from COD think this is how they work and what they expect to see when you hear the term clay-more.

Sladuog
2013-04-23, 12:19 PM
And then you run out of infantry resources. My point.

I want my old CE tools back. Mines, Spits, motion detectors... those big barricade things, whatever they're called.... that will let us slow down and attrit the tank zergs. It'd create field battles between bases. It'll let us make these ridiculously huge open bases halfway defensible. It'd be an unalloyed good.

The Spitfire turret and the ACE show up in an alpha screen shot of the CE's cert tree. Why aren't they even mentioned in the 6-month plan?

It's a TRAP.

ringring
2013-04-29, 12:50 PM
Bug is still there ... howeer

today I laid some claymores, went to a different location and returned and they were gone. Bug still there.

But later at the Traverse I laid some mines, then went elsewhere and 10 minutes later I was notified of a mine kill!

So, I'd say all this ^^ is a bug and not an intended feature and is also variable in it's occurrence.

EvilNinjadude
2013-04-29, 01:02 PM
Bug is still there ... howeer

today I laid some claymores, went to a different location and returned and they were gone. Bug still there.

But later at the Traverse I laid some mines, then went elsewhere and 10 minutes later I was notified of a mine kill!

So, I'd say all this ^^ is a bug and not an intended feature and is also variable in it's occurrence.I heard there was a fix in the works for the mines disappearing to YOUR CLIENT.

And what your client thinks is there is essential to your hitting it. I was getting shot by an invisible player who I couldn't shoot, even after he and me worked together to find out the cause. The only thing that I COULD kill him with was... you guessed it, mines. They're some weird in-between thing.

ringring
2013-04-30, 05:46 AM
I heard there was a fix in the works for the mines disappearing to YOUR CLIENT.

And what your client thinks is there is essential to your hitting it. I was getting shot by an invisible player who I couldn't shoot, even after he and me worked together to find out the cause. The only thing that I COULD kill him with was... you guessed it, mines. They're some weird in-between thing.

Cheers, thanks for the info.