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2012-10-11, 08:50 AM | [Ignore Me] #91 | ||
Contributor General
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Yea, CE in PS1 was great and people did put thought into it's placement.
We'd also use it as early warning or doorbells. Early warning .... you'd CE up a strategically important base on another continent you own ... and if you see a hotspot appear you know it has been infiltrated so you go check it out. Doorbells ..... you're guarding a hack on a base, there aren't enough of you to guard everywhere, so you want to know when and at which entrance an enemy is coming from, so you place CE there, at least 1 mine but also spitfires if you have the cert. Now you can hear and see on the map which door the threat is at and go deal with it. Just another thought. From long experience of doing ant runs and coming across minefields that thinking engineers had laid, I learnt to drive over the 'obvious' places was a recipe for 'death by mine' as a result you' rarely find me driving tanks on a road, unless I was absolutely sure (ie I'd see another tank do it moments before) that it was mine-free. |
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2012-10-11, 08:59 AM | [Ignore Me] #92 | |||
Lieutenant General
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These are also the types of units I've often destroyed with the CE funnels: they're so inclined on not taking damage from CE, that they'll avoid it at all cost and drive straight into your carefuly layed minefield. The involved skill in placing CE is virtually all psychology and behavioural observation. It's not as if randomly placing a mine or spit kills enemies or draws them in like a moth to flame. It requires thorough pre-knowledge to be effective with them and not squander resources. Likewise, the victims should be aware of this threat as if they pay attention, they can easily deal with it. You never hear people blame anyone but themselves if they drove into a minefield, though I have gotten compliments on smart minefield placement, especially when I used myself as bait. Example: placed 5 mines underneath a tree. Sat on minefield with Fury: BFR came down the road, I fired at it, got its attention, then back up straight away: it starts to run directly in your direction as you're no threat and a quick kill. BOOM. Dead BFR (got a nice conversation with compliments afterwards). Another time, I decloaked to wave after tossing an EMP grenade at a Lightning, then ran around the corner. The Lightning of course sped up to give chase, knowing the EMP effect would wear off soon, but thinking he could run me over in the meantime before I'd disappear completely. 20m along he was dead, since I placed a minefield 30m wide just around the corner of the base in between all passages between rocks. Again, the mine did not outsmart the enemy player, it was me using aggro-psychology and path prediction to spring a trap on an enemy who was outplayed due to falling for bait or sticking to their own habbits. Last edited by Figment; 2012-10-11 at 09:10 AM. |
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2012-10-11, 09:46 AM | [Ignore Me] #93 | |||
Contributor General
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I see your mines and I counter your mines. I see you counter and I counter your counter! Also the ams trap! Deploy an ams at the backdoor, maybe damage it a bit. Lay mines around it, several boomers and put 1 or 2 spits out in plain sight - then when someone does gal drop they see the spits, realise they have to do an EMP, it's like a mini OS going off. I used to have a favoured method of mining the BD (prompted by psycho I must admit). A few mines, but importantly 5 shadow turrets on a friendly base of 5 normal spits on an enemy one. Two of the turrets go on the walls themselves looking down - it's a nearly guaranteed kill and impossible to breach without showing something is up. tbh, it's an example of something great in PS. The devs simply provided a framework and the players the intelligence. Last edited by ringring; 2012-10-11 at 02:26 PM. |
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2012-10-11, 01:41 PM | [Ignore Me] #96 | ||||||||||||
Private
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I also preferred the way infil worked in ps1. Playing infil as an actual infil was probably my favorite part of that game. But since they no longer work that way in ps2 we have to consider them as they are.
It is and it doesn't require turrets to use it. Just get a little creative.
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2012-10-11, 02:34 PM | [Ignore Me] #97 | |||
Lieutenant General
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What it comes down to is that you want players to do menial tasks. I agree that proper sensors could (the likes of which we haven't seen in terms of alerting: so far those only alerted locally in PS1 (Motion Sensors) and usualy FAILED to do so). The problem with Motion Sensors is PS1 was that you could just ignore them as an Infil. Place them somewhere? Sensor Shield.
Place them in the way (middle of door), just open the door and keep pushing it in the ground till you can jump over it. Slows you down a bit, doesn't actually warn you. Only when used in Interlink and when you accidentally took damage did they trigger. You can't ignore a mine however, you HAVE to take it out. Of course, most mines in PS1 were placed poorly at doors, allowing you to take them out without even using a bullet or EMP grenade using just the proximity detection. However, that still made an explosion (clear sound) and that still told someone one of his mines was missing. That sort of warning is not present in PS2.
Some more grenades wouldn't hurt, especially support grenades (smokes are too few and free EMP grenades are dearly missing in the squad of infantry vs solo-mbt-tank division fights). I highly disagree as well that turrets take the place of players. I don't know what you think is the ideal amount of mines, but I'd say around 20 per player and remaining is a must. A minefield takes some dedication to place and in your system of removal and no mines, NO MINEFIELD AKIN TO PS1 CAN EVER EXIST, unless a full platoon decides to go full engineer and place mines in the same area. After which ONE SUNDERER OR VANGUARD EMP BLAST takes them all out. You know what a waste to the empire that is to have 30 people run in engineering suits just to try and take out one or two tanks while they could have been wearing HA? 20 mines per player and should remain in place. Should require certification of course. Mind, I don't think everyone should have access to everything, it's a stupid class system they've implemented and I'll keep fighting to have it changed to be more flexible, yet the total tools more limited, regardless of how long it takes. |
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2012-10-11, 03:21 PM | [Ignore Me] #98 | |||||
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2012-10-11, 04:47 PM | [Ignore Me] #99 | |||
Lieutenant General
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You can't be in 20 places at once. So what you do is leave alarms in places you can't be due to being required elsewhere, in order to return or at least prepare the next place once something happens. You do this, SINCE YOU DON'T KNOW IF SOMEONE IS GOING TO BE THERE AND AT THE TIME OF LEAVING CE, THERE ARE NO ENEMIES THERE. Menial task would be guard duty of something that may not see action at all. That is not the point of the game and as long as there are no enemies there, you're not aiding your empire at all by simply guarding and staring in the distance. Did you ever play resec team much, or at all? Resec teams are vital to the empire, but they can't be everywhere at once, they need information on where they need to be and when and they can't do their job by spreading out over every empty base everywhere because then they are too dispersed to be of any use. Your sensor idea is all fun and giggles and has its pros, but it doesn't slow down an enemy long enough for you to not have lost it by the time you return to these far away outposts. Something that makes the enemy take some care (even though they probably could just respawn if they bring a Sunderer) could slow them down a few seconds at least. Every second lost to them is a second gained by you. A proper minefield would. However, if you leave a minefield and you go somewhere else, you can't expect someone to stick in Engineering class because he's got a minefield somewhere else. That's just bull. I agree though that mines shouldn't be limited to engineers. But IMO any normal class should have access to a wide variety of things, I just feel that beyond a couple role specific tools, they should have different sorts of limitations: less medic juice, med packs and recharge rate on tool, less engi juice in tool, less missiles and ammo to carry, that sort of thing would make the game a lot more sandbox and open to creativity. Creativity stimulates continued playing. Last edited by Figment; 2012-10-11 at 04:54 PM. |
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2012-10-11, 05:25 PM | [Ignore Me] #100 | |||
Private
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2012-10-11, 07:25 PM | [Ignore Me] #103 | ||
Major General
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He does well giving perspective on how it worked in PS1. Most players aren't developers and don't spend uber amounts of time thinking about new things to come up with. They know it worked and liked it in PS1.
Is there really a group of people against the spits? I didn't see hardly anyone oppose to the idea on the beta forums. But we all know how that goes with the massive amounts of threads there, I could have missed it. |
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