2 type mines

Discussion in 'Feedback' started by KILLX, Jul 28, 2007.

  1. KILLX

    KILLX Banned

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    i was thinking that perhaps mines should be in 2 types.

    in slot 4, you have anti tank mines. the pressure plate is very strong, and its impossible for infantry to trigger it.
    then in slot 5 you have anti infantry, which do enough damage to kill a rifleman with health upgrade, but no more.

    each slot is actually the same mine, but the mode its set to depends on which slot its laid from, meaning the only real difference is that you can lay the same mine as anti-tank or anti-personnel.
     
  2. Private Sandbag

    Private Sandbag Member

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    no offense, but:

    why?

    are mines really that over powered?
     
  3. KILLX

    KILLX Banned

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    to me, it seems unfair that you can lay down an all purpose mine that shreds anyone and everything. if you had to choose between high powered anti-tank, and low powered anti-personnel, every time you drop a mine, it wouldn't be a mine field of overkill
     
  4. Kuma

    Kuma Member

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    While I think this idea is a good one, that really has no flaws,

    [hijack]
    another idea is to make mines not care who it explodes on I know krenzo doesn't give a rip about realism, but mines really don't care who triggers their pressure pate. they are just as happy to blow up on the guy that set them down or the enemy walking over it. to the mine, the pressure plate is been activated, its time to explode. It doesn't bother thinking who pressed it. This would spread the overkill ratio to all, and eliminate the generic minefield, because then your own troops can't get out.
    [/hijack]

    (We really need hijack tags.....and rant tags too....)
     
  5. Dubee

    Dubee Grapehead

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    are you kidding this would make mines ten times better.. think about it.. on escort infatry wouldnt be able to suicide mines so there apc could cap the flag
     
  6. AzureDrake

    AzureDrake Member

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    If the Grenadier carries both, what's to stop him from making a mine field with both mines?

    How about have the assault class carry the anti-personnel mines?

    I do think the idea about having mines hurt both teams is interesting though. If you're own team lays them down though there should be some kind of warning sign that appears alerting players that it's there. Maybe that's too much like BF2 though. Plus that would mean you can't build the nice exit that allows your guys to get in and out but keeps the enemy from getting in (or out if they happen to already be in).
     
  7. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    I think this is good idea because then infantry guys couldn't just run over mines and blow them up and then someone next to him revives him and after that all gets repeated.

    Now when you have 2 mines you can place anti-vehicle mines and grenadiers MUST have defuse to defuse them and infantry just can't simply defuse them for vehicles by walking on them.

    And I think anti-infantry mines could be triggered by vehicles too but they wouldn't damage vehicles more than hump them a bit or something. When you have 8 anti-infantry mines in one place and you drive tank over them, they would only take down one plate of the vehicle which drove over them and these would hump it bit more but not flip as 8 mines currently do.

    I think this is nice idea and could have use in game even it isn't priority number one in importance.
     
  8. Solokiller

    Solokiller Member

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    That would turn jeeps into mine defusers.
     
  9. Broccoli

    Broccoli Member

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    Splitting mines into anti-tank and anti-infantry is interesting, but there are a few things to consider:
    - Do you want to give them both at the same time? Should it be a selection which has to be made in the armory?
    - What visual differentiation is there between the two? You have to be able to tell quite easily what kind it is, which will probably require new models.

    As for friendly fire: no thank you.
     
  10. Private Sandbag

    Private Sandbag Member

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    what if you couldn't revive people from being mined?
     
  11. KILLX

    KILLX Banned

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    i think the best way to implement it is to make it a setting on the mine. it depends on pressure plate settings.

    if the plate is on low pressure to detonate, its anti-personnel, it will be detonatable by vehicles and infantry, and will blow infantry to hell, and slightly damage vehicles (except jeeps, jeeps go boom too).
    these mines would be only strong enough to kill a rifleman with health upgrade, but have a moderate blast radius

    the anti tank setting would make it require more weight to detonate, removing the "here, I'll defuse! BOOM! mines clear!" thats typical for mine fields. this would be the current mine power i think.
    these would have a very low blast radius, in favor for a more concentrated verticle explosion that deals anti-tank damage effectively.

    the whole point of this suggestion is so that instead of mindless mining that kills anything and everything, the grenadiers have to think "what is going to be here, what type of mines do I need?"
     
  12. Solokiller

    Solokiller Member

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    Yeah, in small hallways AI mines are the obvious choice, on large battlefields AV mines are an obvious choice, and in streets both are the choice to go for.
     
  13. arklansman

    arklansman Member

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  14. Private Sandbag

    Private Sandbag Member

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    yeah this is a fricken pointless idea that serves no one.

    the point of a mine field is that you blow people up. indiscriminantly, attack people. you don't know when you lay mines on a bridge if you are targeting infantry or vehicles yet.

    the ONLY complaint i see so far is that people jump on mines to defuse them, and then get revived (preventing their use against vehicles, as the defusal against infantry mines will be the same).

    for instance, we can stop people killed by mines being revived perhaps

    if this is the case, then there are other solutions. but just making mines harder to use and more specialised will not benefit the game. for instance: why didn't we include a mechanic class? or a medic class? not because krenzo is lazy...

    ----------------------------------

    i honestly do not see any point in this suggestion. sorry to be like this but i won't condone suggestions that won't improve gameplay.
     
  15. knighttemplar

    knighttemplar Member

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    i don't think this is useful
     
  16. Destroyer224

    Destroyer224 Member

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    I see a very simple semi/solution to the infantry defusing mines problem. Make the mines completely blow up the body/make it unreviveable. (really, if they can blow up tanks, what happens when you stand ontop of one and it explodes?) You can still suicide on that mine, but it's guaranteed to cost your team a ticket.
     
  17. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    That's better idea. And Solokiller, jeeps cost money to buy and use them. When you use them as mine defusers you lose money but anyway Destroyer's idea is much better.
     

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