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Old 2013-06-25, 07:19 AM   [Ignore Me] #36
Gatekeeper
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Re: PlanetSide 2 Game Update 11 Patch Notes


Originally Posted by Shogun View Post
the mines are big enough to be seen. they don´t need any disco effects. none of them!

the discrete blinking lights were ok, but the lasers on tr mines were always too visible.

i would vote for giving the tr a normal ai mine like the other factions have, and introduce another mine type: the half life laser mine.
everybody who played half life should know what i am talking about.

it is a tripwire mine with a laser "tripwire" that can be placed on every surface.
meaning ground, walls, ceilings or even vehicles.
the mine emitts a laser (always straight from the lense) and if the laser hits any movement, the mine goes off.
so you can put it on the side of a abondoned tank, and when the driver comes back and doesn´t notice the mine, it will blow up the second he moves the tank with the mine attatched. just like c4 but with an automated ambush trigger.

but the lasers on that mines need to be faction colored if the mines are iff. and not too visible.
I like the idea of lights on the mines, because the BB is damn hard to see without it (actually, the lights on the BB don't really seem to work most of the time, so they don't really help - but in theory it's a good idea). PS2 maps have a lot of little bumps and details, and the BB is just another faint grey blob against a grey background - generally I notice them just as I'm stepping on them

Anyway, I agree that it's odd for the TR mine to be so different to the other two - I guess they were trying for faction-specific flavour, but in practice having only one of the three mines work in a different way is a really bad idea. So I agree it'd be better to give the TR a BB-style mine, and either make the Claymore NS, or add in a new NS laser-tripped mine like you suggest. I really like the HL2 ones
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