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2013-03-14, 11:07 AM | [Ignore Me] #1 | |||
First Sergeant
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2013-03-15, 01:29 PM | [Ignore Me] #2 | ||
Corporal
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I agree this needed to change, but in my opinion it is only the result of the crappy system SOE put in to begin with. We told you guys back in beta to make mines like they were in PS1 cause we saw this coming. This change will make mines almost useless since the average person can only put down 2 mines. 2 mines are not enough to hinder vehicle movements, they simply go around them. Not to mention that most of the time you put them down, it's only after vehicles show up. Because putting them down before they show up, if they show up at all, will mean wasted resources as it takes 2 mines to blow up vehicles, so you have to put them on top of each other. So the area you can defend with mines is very tiny while battlefield is huge with many directions vehicles can attack from.
Lower the damage and resource cost of mines by like 80% and make the first cert rank into mines deploy up to 5, next rank 5 more, and the utility pouch ranks add 5 more per rank. So a heavily invested engineer can deploy up to 20 mines. The damage to vehicles should be like 2 mines to kill an ATV, 6 for Lightning, 8 for buggies, 10 for MBT, and 12 for Sundy. Each rank of mine guard should protect you from 1 additional mine per rank. If you don't want to change mines to this, then why not do both versions? Have high damage mines that people can only put a total of 5 down along with mines that do low damage that you can deploy a total of 20. I bet you the low damage mines would win the popularity contest simply because they would actually do the job mines are supposed to do, which is slow enemy advances. Also, the earlier posts about mine guard are so friggin on the money that it's painful to see SOE ignore them. People whine left n right about mines when they can spend 30 certs, the price of a damn scope on a gun, and instantly survive 2 mines. Another 50 certs and they will survive 3. A fully maxed out mine guard, which doesn't take long to get, makes mines laughable. When I deploy a Sundy, I switch to my M60 grenade launcher gunner seat and guard it. I kill LA/Engi's all the time and it usually takes a concerted effort to bring me down. Any AMS driver worth his salt will guard his or her own Sundy. SOE, you "fixing" this "problem" basically means your caving to people who refuse to learn how to play the game. Last edited by ComerEste; 2013-03-15 at 02:01 PM. |
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2013-03-15, 03:45 PM | [Ignore Me] #3 | ||
Major
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I think this is a great change.
Explosive weapons that you can simply slap on a target and kill it are idiotic in this game. That kind of weapon is based on the idea of high risk/high reward, but there is no freaking risk in it, since death doesn't matter. |
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2013-03-16, 06:17 AM | [Ignore Me] #5 | ||
Private
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I play engineer quite often, and I use the AT mines on sunderers as often as I can. It's not a easy task most times. It depends on the placement of the sunderer, which should be deployed tactically anyhow. The fulfillment of pulling off a direct attack is far more gratifying. I also use AT mines in egress areas for potential vehicle traffic. Which most often is non productive and a waste of resources. Perhaps a slight toss delay maybe in order (not too much how else would ya mine a road in front of an armor advance an survive), but to not allow them to detonate I don't agree with. Because there is a counter defense "Mineguard". I have seen it in use and it works well even after three mines are tossed, it is effective. An if I can't manage to do it with three mines, then I have to give up armor protection to use a Utility Belt to carry a max of five AT mines, and then I'd be more squishy. Most engineers toss multiple mines down to take out a sunderer which cost resources. Three mines cost me 225 resources and if I have to use five it'll be 375 resources. If that is how I choose to use my resources I've paid for my attempt. The other thing would be if AT mines are ineffective against a parked sunderer, opponents wouldn't have to commit as much manpower for the sunderer defense. Trust me I have died very often trying to approach sunderers an during a Zerg attack it's nearly impossible. I try my best to survive attacking a Sunderer, but doubt I could if I had to toss five AT mines with no armor. An another matter is we're not light assault, we have to path, flank, an hopefully go unnoticed during our attacks. Granted if a sunderer is poorly placed where as we just have to jump off a building on top of it, come out of a teleport tube in front of it, IMO they were asking for it. You have to think about placement of your vehicle during an attack, seeking cover from rocket attacks, flying ninja infantry with C4, and even the maniac engineer looking to drop mines on ya. I roll armor quite often and have to consider these hazards so should everyone else it's apart of the game play. I don't feel that it's OP, it's a tactic. On the other hand if an argument about AT mines and engineers can be made, then bring on SMG's and Infiltrators as well they have to work the same kind of tactic to get in close quarter fights which most often I lose. This is a first time post for me but I've been following these forums often. It's my opinion on the matter and granted others with have their own an I can respect that. To the glory of battle I salute ya'll, an have fun doing so.
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2013-03-14, 08:50 AM | [Ignore Me] #7 | ||
Want I'm thinking about now is the wording of the tweet. Will you only be able to remove mines by either driving over them or by disarming them? Will firing at them no longer have any effect? Could make for some very interesting gameplay.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-03-14 at 09:32 AM. |
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2013-03-14, 09:37 AM | [Ignore Me] #10 | ||
First Sergeant
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Throwing mines=bad. Agreed. But changing it so they only go off when driven over? If the target that mine is geared for is within the proximity radius of the mine it should go off regardless if there is any movement.
They just need to implement a set time for each mine placement and call it a day. And if they implement a set time on mines there needs to be the same on c4. The fact that a light assault can use his jetpack and drop c4 with the same ease needs to also be modified. |
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2013-03-14, 09:42 AM | [Ignore Me] #12 | ||
Except if that is indeed no longer possible.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-03-14, 09:49 AM | [Ignore Me] #13 | |||
Contributor First Sergeant
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I updated the OP with higby's further comments regarding disarming. They have considered the possibility of engies throwing grenades at their own mines to blow them up - now mines will not explode when you or anyone shoots them. Instead, they will just disappear. Only engineers will get exp for disarming an enemy mine. Destroying one will get you no xp. |
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2013-03-14, 09:59 AM | [Ignore Me] #14 | ||
First Sergeant
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That's an assinine change. Shooting will make it disappear with no reprecussions? Great solution Higby. No one will care about the loss of opportunity for xp because you shot it instead of waiting for an engy to remove it. The threat will be removed just by shooting it with no adverse side effects. Mines will no longer be certed and carried and everyone will just start carrying c4. There will be no use for them as a mine field deterrent because no one will bother to put them down because any stray small arms fire will remove them without any chance of collateral dmg.
Is recertification available yet? Last edited by CraazyCanuck; 2013-03-14 at 10:03 AM. |
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2013-03-14, 10:10 AM | [Ignore Me] #15 | ||
First Sergeant
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Does it raise the question that if damage despawns a mine - if you set several in a mine field (or as close as it currently allows ); whats to say that only one or two will go off because the chain reaction (which is sometimes the case) has caused the others to despawn. Seems abit naff..
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higby, mines, update |
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