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Old 2013-04-22, 07:32 AM   [Ignore Me] #1
ringring
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Mines - I've only just realised ....


that mines and claymores deconstruct when you leave the region.

I tested it this morning in a low population fight.

Having captured Andvari I supposed that NC would either next try to capture Palos Solar Array or more likely Snowsheer Watchtower.

So I laid some mines at Palos in a place where I thought an enemy AMS might deploy and also a couple of claymores and then I desconstructed to Snowsheer.

After killing a couple I again deconstrucuted this time spawning to Palos and checked the mines and claymores. They were gone and I know there had been no activity there.

Why? Bug? Intentional?

IMHO the game should allow you to fortify positions.
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Old 2013-04-22, 07:38 AM   [Ignore Me] #2
HiroshiChugi
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Re: Mines - I've only just realised ....


I don't think this is true... There might have been a ghoster there that got rid of them and nothing else. I know that some squads/platoons run EOD pre-ops before they go to cap a certain area. This might have been the case. If so, was there activity at Palos after you left the second time? And also keep in mind that claymores, mines, C4, and all that jazz are deconstructed after you die.
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Old 2013-04-22, 08:31 AM   [Ignore Me] #3
Eggy
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Re: Mines - I've only just realised ....


Anti Personel and Anti Tank mines do not deconstruct if you die or even change class.

Placed C4 does deconsruct when you die.

I am unsure what happens to your mines when you move continent however im 100% sure as long as you stay online on the same cont they hang around until they go off, are destroyed or you replace them by deploying another one (from your stack).

I can quite often be playing and I will get a random mine kill from a mine I dont remember laying 20 mins ago. Even better is when you get a deploy bonus from you gunner laying the mines 20 mins ago.

AT and AP mines are affected by the render range bugs. For example if you are not within a short range of a TR AP mine when its deployed you will never see the green beams, and over a certain distance you will never see the mine at all.
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Old 2013-04-22, 08:39 AM   [Ignore Me] #4
Mordelicius
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Re: Mines - I've only just realised ....


Originally Posted by ringring View Post
that mines and claymores deconstruct when you leave the region.

I tested it this morning in a low population fight.

Having captured Andvari I supposed that NC would either next try to capture Palos Solar Array or more likely Snowsheer Watchtower.

So I laid some mines at Palos in a place where I thought an enemy AMS might deploy and also a couple of claymores and then I desconstructed to Snowsheer.

After killing a couple I again deconstrucuted this time spawning to Palos and checked the mines and claymores. They were gone and I know there had been no activity there.

Why? Bug? Intentional?

IMHO the game should allow you to fortify positions.
Proximity mines do not deconstruct even if you move out of range from the hex.

I think they do if:
- you switch continents
- log out
- plop down extra mines. Can only drop 2 at a time or else the last ones will deconstruct.

I'm not sure if redeployment did it for you though. Test that or next time use vehicles to move.
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Old 2013-04-22, 08:43 AM   [Ignore Me] #5
HiroshiChugi
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Re: Mines - I've only just realised ....


Redeployment counts as dying. I'm not sure why though, but it does.
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Old 2013-04-22, 08:44 AM   [Ignore Me] #6
ringring
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Re: Mines - I've only just realised ....


It's no to all of these questions.

There was no activity in the region after I left it there were very few people on the continent (it was around 10:15 AM).
I wasn't gone very long.
I didn't place additional mines/claymores in the region I moved to.
All three mines and two claymores had gone when I returned.

But, I accept I may be mistaken and sometime could concievably have happened that I didn't notice so it would be good if this can be independently tested by someone.
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Old 2013-04-22, 09:11 AM   [Ignore Me] #7
Mordelicius
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Re: Mines - I've only just realised ....


Originally Posted by ringring View Post
It's no to all of these questions.

There was no activity in the region after I left it there were very few people on the continent (it was around 10:15 AM).
I wasn't gone very long.
I didn't place additional mines/claymores in the region I moved to.
All three mines and two claymores had gone when I returned.

But, I accept I may be mistaken and sometime could concievably have happened that I didn't notice so it would be good if this can be independently tested by someone.
I rarely use tank mines but you can only drop 2 mines at a time.
Now, I haven't tested 2 different classes laying down 4 mines (2 each). But usually you can only use 2 mines at a time. Once you lay down a third, one of the two will deconstruct. I'm not sure what the rule is (distance to the 3rd or the first one will deconstruct) but that' what happens.
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Old 2013-04-22, 10:28 AM   [Ignore Me] #8
EvilNinjadude
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Re: Mines - I've only just realised ....


Originally Posted by Mordelicius View Post
I rarely use tank mines but you can only drop 2 mines at a time.
Now, I haven't tested 2 different classes laying down 4 mines (2 each). But usually you can only use 2 mines at a time. Once you lay down a third, one of the two will deconstruct. I'm not sure what the rule is (distance to the 3rd or the first one will deconstruct) but that' what happens.
Currently what happens is that your Loadout gives you a certain maximum. Level 1 will allow a maximum of 1, level 2 a maximum of 2.

The Engineer also has a Utility belt. This will increase your carry capacity and the max count of all deployable utilities. Changing class will not despawn your mines. Changing to different mines will not despawn placed mines, allowing you a total of 4 C4, 4 Tank Mines and 3 Claymores (I think). These will not despawn while you deploy new different mines.

What happens if you unequip the utility belt, and then place a single new mine, is unknown to me. Maybe 3 of the 4 mines will despawn, and your one new one appear. Maybe only one of them will disappear. Who knows? I don't have enough certs to test it.
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Old 2013-04-22, 01:17 PM   [Ignore Me] #9
Wahooo
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Re: Mines - I've only just realised ....


Mines stay after you die. c4 does not.

Mines stay after you change classes.

Mines stay if you leave the HEX but NOT if you log out/CTD/change continents.

The best explanation I could see is that there was a lone person went to the base and happened to see/blow up the mines.

Amazing how many mines get destroyed without ever going off.
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Old 2013-04-22, 01:42 PM   [Ignore Me] #10
EvilNinjadude
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Re: Mines - I've only just realised ....


Originally Posted by Wahooo View Post
Amazing how many mines get destroyed without ever going off.
Especially tank mines after the last update. LOL. They might just as well dump the emergency reflective triangle signs onto the ground that where I live must be carried in the car at all times. They're just that visible.
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Old 2013-04-22, 01:48 PM   [Ignore Me] #11
ringring
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Re: Mines - I've only just realised ....


You can lay 3 mines without recourse to batman's utility belt. After I laid them I could see all three.
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Old 2013-04-22, 02:33 PM   [Ignore Me] #12
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Re: Mines - I've only just realised ....


Originally Posted by Mordelicius View Post
Proximity mines do not deconstruct even if you move out of range from the hex.

I think they do if:
- you switch continents
- log out
- plop down extra mines. Can only drop 2 at a time or else the last ones will deconstruct.

I'm not sure if redeployment did it for you though. Test that or next time use vehicles to move.
They don´t deconstruct when you switch continents, I tested it.
Every time TR capture a continent, I lay down all my mines to the base more closer to the enemy warpgate and which continents, I haven´t done this in GU 07, but before there I can confirm it will remain there and give you the kills, it is even strange when you look on you kill board, killing people on 2 different continents at the same time.
Log out and crashing do remove your mines, there is nothing worst them laying down lots of mines on the respawn room and when you hit redeploy your game freezes on redeployment, now I am switching to infiltrator and running from the respawn so there is no way the game will crash before I get 2-5 kills. With that at least I can combine them with c4 (it is already combined with anti tank mines).
A full level utility pouch gives you.
5 c4;
5 anti tank mines;
3 anti personal mines.

Redeployment is not counting as a death for me, I do it all the times and check my score board and kill board, it is not showed in both of them.

You really need to be equipped with utility pouch to deploy more mines, if it is not equipped the first ones will vanish. But after deploying them all, you can switch your suit and classes at will.
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Old 2013-04-22, 03:00 PM   [Ignore Me] #13
Rivenshield
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Re: Mines - I've only just realised ....


I wish to God they'd give us the old PS1 mines back. Give me -- not twenty, but say a dozen -- rather weak general-purpose mines that'll go off if anything or anyone runs over them. One of the things I loved about Planetside was that it gave you the ability to effectively alter the terrain. All we can do now is lay booby traps for individual vehicles. And we are much the poorer for it.
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Old 2013-04-22, 03:14 PM   [Ignore Me] #14
ringring
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Re: Mines - I've only just realised ....


I'll test it again tomorrow morning.

I'm sure that a while ago claymores did persist, I know I've gotten kills from them at bases that I wasn't at so if I am right and these dissappeared of their own accord them something changed in the last update.
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Old 2013-04-22, 03:37 PM   [Ignore Me] #15
Whiteagle
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Re: Mines - I've only just realised ....


Originally Posted by Rivenshield View Post
I wish to God they'd give us the old PS1 mines back. Give me -- not twenty, but say a dozen -- rather weak general-purpose mines that'll go off if anything or anyone runs over them. One of the things I loved about Planetside was that it gave you the ability to effectively alter the terrain. All we can do now is lay booby traps for individual vehicles. And we are much the poorer for it.
Indeed, I don't mind the limit on Personnel Mines so much, but maxing out at 5 whole Anti-vehicle Mines that only do half a Tank's health in Damage each is a bit ridiculous for what they are suppose to be used for.

You can't Mine a Road or a Choke Point without a dozen or so Engineers to set up a field, just booby trap a single area the enemy is likely to hide at.
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