Well, after the removal of 9 mining(which I'm glad they did), there is nothing in place for a remote explosive(which I"m not glad about, and in fact, dumbfounded) Mine buffing - Problems to fix gimped mines 1: People driving vehicles will no longer be able to use their defuse skill(Not just to fix mines, but it also makes some fucking sense) and/or 2: Grens are allowed to chose between Either something like a satchel charge, or their mines. You can't just remove something that had a purpose, and then give nothing in return(unless you're a thief) -------------------- Rockets First of all, rockets are meant to be anti-vehicle. Rockets need to do more damage to tanks than mortars.
I agree wit the defusal skill change, it would give mines a real purpose other than 9 mine. Satchels would have preset amounts of damage for each type, ie infantry, vehicles, and buildings, with the CV as a seperate settings. You can't just give it a certain amount of damage and hope it will be balanced. Rockets should also have damage settings for each type.
Satchel charges would only make the classes more equal, giving the grenadier the same destructiveness against buildings as the engineer. Imho removing the 9 mine was good cause in a public game most grenadiers dont drop their mines in hope for the one epic 9 mine that never happend.
I like both of these ideas, but surely there would have to be a limit on satchel charge use by time: 1 every 10 mins or something, depending on how powerful they are? Or at the very least an ammo amount of 1.
agreed, if it can level a building in 1 hit, make sure you cant get 4 satchels...1 standard, 2 with ammo upgrade, and make it so you cant use it until 5 minutes are up
aye, what if you had to crouch to deploy them. so you can't just run out in front of tanks spamming them. I like the half number of mines, double damage idea too. I think instead of a satchel charge, just add a timer ability to the mines. hit E when looking at a mine and it goes into 10 second timer. that'd be good for leveling buildings, just place as many as you need and hit E.
ATM there is no plan to change anything related to mines. Mines are armed after 2 seconds from dropping on the ground.
I dislike the less mines more damage idea.. People will just drive right around them because of how wide open most of the maps are. But if that's added give a point for every mine diffused.. But I like everything else and think not only should the rpgs do more damage to tanks but have more speed and better handling..
yeah definately agree with Dubee with rockets, need more speed, damage MAYBE better handling. This one is kind of an obvious suggestion but there should be a meter that fills ups as you are defusing a mine.
Congratulations! I have created a plan for you! now you don't have to :D Ok...It's been like this since the beginning. I don't see how this is part of any argument for keeping or changing mines, because this is just the way mines are dropped, and not a suggestion for a fix(or non-fix if the devs want it to remain a problem) for the gimped-ness of mines...
Currently the grenadier with defusal skill reveals mines on the minimap. If it would reveal mines to everyone on screen (flag ontop of it or something) it would be more useful. (especially if its usefulness is gimped by not working inside vehicles) Also grenadier (or scout) squad leader could have a squad ability to deactivate all enemy mines in a good radius for ~2 minutes, thus enabling an attack to go over the minefield safely.