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Old 2013-05-02, 11:03 AM   [Ignore Me] #31
almalino
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Re: GU08 Patch Notes 05-02-2013


Originally Posted by ThatGoatGuy View Post
I agree. There is no purpose for any of the mines now. AT mines are the size of fucking pizza boxes. Now we get to throw do disco balls as AP mines...
It would be nice to have a picture or a video of those new shiny disco balls here. I will play PS2 only tomorrow evening but want to be disappointing already today

Also, what if I run at night with disco ball in hands at night. does it glow revealing my position? Like "Aim at me" icon kind of.

Last edited by almalino; 2013-05-02 at 11:06 AM.
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Old 2013-05-02, 12:03 PM   [Ignore Me] #32
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Re: GU08 Patch Notes 05-02-2013


Damn. I really wonder how much they test these patches. Now there are fps drops, seems to be quite common problem, so not only me that's having them.

Hotfix incoming tomorrow?
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Old 2013-05-02, 12:08 PM   [Ignore Me] #33
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Re: GU08 Patch Notes 05-02-2013


Forward grip changes looks like it helped the CARV a lot? I'll have to try when I get home.
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Old 2013-05-02, 12:15 PM   [Ignore Me] #34
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Re: GU08 Patch Notes 05-02-2013


I think even less people will be using air now, hopefully I am wrong but we will see.
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Old 2013-05-02, 12:25 PM   [Ignore Me] #35
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Re: GU08 Patch Notes 05-02-2013


Originally Posted by Phantomdestiny View Post
TR claymore were a joke compared to the NC and VS mines. so they choose to make all of them glow instead of just one.
Originally Posted by Shogun View Post
i know, and it´s the totally wrong direction!
if one factions mine is broken, why break the other factions mines as well?
how about repairing the one broken minetype instead?
I don't get this whole thing either, I'd prefer they gave the TR a similar styled mine as NC/VS rather than put massive LOOK AT ME lights on every single mine.
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Old 2013-05-02, 12:27 PM   [Ignore Me] #36
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Re: GU08 Patch Notes 05-02-2013


im happy with the mine changes. now theyre more like deterrents like in ps1.
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Old 2013-05-02, 12:28 PM   [Ignore Me] #37
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Re: GU08 Patch Notes 05-02-2013


Originally Posted by Hamma View Post
I don't get this whole thing either, I'd prefer they gave the TR a similar styled mine as NC/VS rather than put massive LOOK AT ME lights on every single mine.
Well it forces people to hide them around corners. Which is kinda the way it should be. Unfortunately it still doesn't stop the vanu or nc from tossing their frisbee mine into a crowded hallway though, LOL.
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Old 2013-05-02, 12:29 PM   [Ignore Me] #38
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Re: GU08 Patch Notes 05-02-2013


Originally Posted by Hamma View Post
I don't get this whole thing either, I'd prefer they gave the TR a similar styled mine as NC/VS rather than put massive LOOK AT ME lights on every single mine.
If enemies cannot see the lasers on claymores, why add glowies to the other mines?
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Old 2013-05-02, 12:30 PM   [Ignore Me] #39
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Re: GU08 Patch Notes 05-02-2013


Originally Posted by EVILPIG View Post
If enemies cannot see the lasers on claymores, why add glowies to the other mines?
Because claymore is directional and the other two are not and the kill range is the same >.>

And the other two can be tossed in combat, where the claymore has to be somewhat carefully placed.

Also, the claymore sticks out from the ground like a brick where the other two are flat.

I think everyone agreed that there had to be some sort of disadvantage to the betty and the frisbee mine, or some sort of buff to the claymore to bring it on the same level. Looks like they chose the prior.
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Old 2013-05-02, 01:13 PM   [Ignore Me] #40
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Re: GU08 Patch Notes 05-02-2013


oh so the fucking laser on tr mines isn´t even visible to enemies?

so this is just another case of nerfing the enemy because of excessive tr whining? great!

what was wrong with the ps1 mines? why do we have to get all new minetypes that seem to be designed to take out the fun and usefulness?
screw empire specific stuff and just give us the all time game classics as common pool:
the dukenukem pipebomb, the halflife lasermine and the ps1 mines.
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Old 2013-05-02, 01:13 PM   [Ignore Me] #41
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Re: GU08 Patch Notes 05-02-2013


sorry, strange doublepost.
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Old 2013-05-02, 01:16 PM   [Ignore Me] #42
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Re: GU08 Patch Notes 05-02-2013


Originally Posted by Hamma View Post
I don't get this whole thing either, I'd prefer they gave the TR a similar styled mine as NC/VS rather than put massive LOOK AT ME lights on every single mine.
Just a good example of SOE not wanting to change a design choice. I'm guessing that if this change doesn't work out then they might be more open to making a new model.
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Old 2013-05-02, 01:33 PM   [Ignore Me] #43
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Re: GU08 Patch Notes 05-02-2013


Originally Posted by Shogun View Post
oh so the fucking laser on tr mines isn´t even visible to enemies?
I cant get a consistent answer to this. Some insist they can, some say they cannot.

Originally Posted by Shogun View Post
so this is just another case of nerfing the enemy because of excessive tr whining? great!
They should have made ours better. Youve had invisi-mines for 6 months and we have not. Its the one justified whine topic okay? Everything else is adaptable, unlike what the clown in the May 4th strike thread says.
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Old 2013-05-02, 01:37 PM   [Ignore Me] #44
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Re: GU08 Patch Notes 05-02-2013


When the mines are not sunk into the ground, I know I have seen green lasers coming from TR mines.
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Old 2013-05-02, 01:38 PM   [Ignore Me] #45
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Re: GU08 Patch Notes 05-02-2013


Originally Posted by Sardus View Post
Because claymore is directional and the other two are not and the kill range is the same >.>

And the other two can be tossed in combat, where the claymore has to be somewhat carefully placed.

Also, the claymore sticks out from the ground like a brick where the other two are flat.

I think everyone agreed that there had to be some sort of disadvantage to the betty and the frisbee mine, or some sort of buff to the claymore to bring it on the same level. Looks like they chose the prior.
I have not personally tested this, but my understanding from others is that the detection cone of the Claymore was longer than the proximity mines'. Also, does a claymore blast start at the center point straight out? Or does it have a bit of back-blast? Finally, can enemies see the lights on the VS and NC mines?
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