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PSU: Marshmellows, anyone?
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2013-03-15, 11:37 PM | [Ignore Me] #76 | ||
Master Sergeant
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There is plenty of room in the game to add a 2nd kind of mine that allows greater numbers with reduced damage potential. There are your minefields! All without further crippling already weak defensive choices.
I am not all gung ho for deadly AV mines because I want to "farm mad certs yo!". Regardless of whether getting to a Sunderer is hard or easy, mines were the best tool for the job if the darn Sunderer didn't choose to defend against that possibility. And I'll tell you, I've made hundreds of runs and I can't think of ONE time when I failed to kill a Sunderer with 2 mines because they bothered with Mineguard. So this whole "Mineguard is mandatory" sounds like a lot of BS to me because if it WAS as mandatory as people make it out to be, there wouldn't be so many people complaining about engineers killing Sunderers. People would instead be complaining that everything else is killing their Sunderers because they protected themselves from mines with Mineguard. The game already gives the impression that it is better to just let the enemy take a base, then come back later and take it back. Making Sunderers stronger is only going to make defending even more worthless. |
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2013-03-16, 06:17 AM | [Ignore Me] #77 | ||
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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2013-03-16, 06:42 AM | [Ignore Me] #78 | |||
Sergeant
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I'm very much of the viewpoint that if you leave a Sundy unguarded and get mine-dropped, you deserve what you get. If an engineer can make it to a Sundy undetected and mine-drop it, he deserves the XP. I'm obviously in the minority though... |
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2013-03-16, 07:25 AM | [Ignore Me] #80 | |||
Contributor First Sergeant
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They've already decided to change the mines but I think that a lot of people in this discussion disagree with the way that they want to change it. I think if people kick and scream enough about it now, the Devs may change their mind about the final functionality of the AT mines. Higby's proposed solution: Mines now only explode when driven over. Alternative solution proposed in this thread: Mine retain their 'proximity triggered' capability, but deployment time is expanded to 5 seconds OR arming time following deployment expanded to 15-30 seconds. p.s. credit to SaintlyCow who first mentioned this alternative solution, page 4 in this thread Last edited by Sonny; 2013-03-16 at 10:41 AM. |
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2013-03-16, 11:43 AM | [Ignore Me] #82 | |||
Sergeant
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Right now tank-mines allow for that. If they nerf them down to a passive drop, then something else needs to be either included or something existing needs to be improved to allow for defenders to make a last-ditch strike on vehicle targets. |
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2013-03-16, 05:39 PM | [Ignore Me] #83 | |||
Captain
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I'm fine with this change, generally though i'd like if we could drop...scusi deploy more mines (with less damage per mine), so that we can create real minefields. |
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2013-03-16, 05:50 PM | [Ignore Me] #84 | ||
First Sergeant
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I am a huge fan of this change, but as someone pointed out earlier...This kinda nerfs mines into the ground.
Mines need to be reworked/redesigned. IMO, they should do half the damage but you should get twice the mines to place. |
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2013-04-01, 03:30 AM | [Ignore Me] #87 | ||
Master Sergeant
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Horrible change of they implement this. Melee range attacks by the engineer class that killed AMSes was one of the few defensive tactics available. Sunderers are already invulnerable enough, they don't need to be even stronger.
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higby, mines, update |
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