Splitting the mines into Anti-Personal and Anti-Tank Mines whould mean that you will have to select one or the other in the load-out select screen. But, this would make it easier to balance. In recent patches the mines were debuffed and I predict that they will continue to be debuffed, the more their debuffed the more mines you will need to kill a tank. The anti-building demo-charges is meant as a way for the grenader to destroy buildings more efficiently, as it stands you need unload all your motar rounds to kill 1 rax. Just like the scout's sabotage, it requares you to get close to the building, of course it wont kill the building in 1 hit. I say grens can only carry 2 demos witch together can only knock buildings health down to 1/2 (less if rax or radar), to encourage teamwork. Besides you need something to replace the grens 9 mining the buildings, right? Timed will act like any other grenade, remote you have to trigger it from afar (if your near one of your own demos when it goes off, insistently killed) How can someone tell the difference between the two types of mines? Their will be a small difference between the two, but from afar they look the same. If I change my loadout, will my mines stay or disapear? Aslong as you stay a gren, your mines will remain, even if you change the mine load-out to demos. Whould walking on Anti-Tank Mines set them off and vic-verca? No, Mines are set for what there ment for. Will defusal still work? Yes, it will still work for both. Can Demos damage things other than buildings? yes, but only a small amount, their similar to seismic grenades, except when someone is standing on it, then it becomes a lolz kill. Will demo force people away when it goes off? Yes, but its force is similar to frag grenades. How far can a gren throw demos? As far as a riflemen can throw a sticky bomb.
Having any form of anti personal mines would require a new model and being as empires hasn't seen a new model since they changed the wall models for 2.1 I don't think it is going to happen.
Yes, it only requires a small difference. Keep what we have now for one type of mine, but reskin it for the other type.
Honestly, the model wouldn't be as hard with say a full vehicle. Shit, I could probably do it if I could get my programs working. Go bug Chris.
Mines were debuffed? Has no one played games like BFBC2 where mines are all powerful, you are just limited to carrying 3 of them or something? Also, antipersonnel might not be a demo thing. Most games give clays to the recon class...but I always did hate clays. Cheap way of getting kills.
Weapons are designed to kill the target, the current mines slightly irritate a target at best. If you follow the logic, the current mines need to be redesigned to do more damage. I dont see why mines will need to be split. Buffed yes, split no. Still not sure about a demo charge, but not favoring it.
I don't think you understand the destructive power of a mine in this game, 1 mine kills an infantry, or a bunch depending on how much infantry were there. they are really effective on vehicles, unless if it is a 6 plate heavy tank.
hmmm i think the mines are fine the way they are now. however i believe mines should have additional attributes. the first is that when an enemy is "killed" by a mine.. the person cannot respawn and has to wait for engineer to revive him. the purpose of mines is to incapacitate the enemy soldier so the enemy would have to use time and resources to care for the wounded soldier. if the person can spawn, it should take up 2 tickets instead of 1. back in nam, there was a guy in the unit who got both his legs blown off by a mine while the unit was withdrawing from a fire fight. the unit had to fight and hold a position while a med evac was on route. the unit lost 2 additional men and the helicopter lost its co pilot. also almost all the ammo was exhausted
It's not like a buffed mine will kill infantry any more than a normal one, right? The only difference is that it will also kill those rifleman who can survive mines through their sheer manliness (aka Dig In).