Change the Defusal Grenadier skill to not be a total immunity to mines, but rather a better ability to detect them. Both your own and enemy mines get highlighted with the same type of sprite as revive-able teammates are for a Revive Engineer. Here be mockup image:
Defusal is only good for 2 things.. Getting to small flag rooms such as the middle of Coast. Vehicles. Seeing mines is only a problem in unique situations. Also, more than 10 threads on this OP.
Only good at two things? Something that makes something completely invulnerable against something else is overpowered. Defusal should have some sort of weakness, but still should be somewhat usefull against mines.
Something to note is that as infantry you should be able to identify AND defuse them. But, not defuse by running over them. A short 'e' build time to defuse would suffice. However, when in a vehicle all you can see are the highlights. There should also be a sight range for the highlighting. That way your horizon isn't cluttered and when you get close the highlights either fade in or suddenly appear. Keeps drivers on their toes.
How often do you stare at that one when you're driving as Grenaider? (you don't even have to do that atm).
Defusal makes tank and armor +75% resistant to mine damage? Alright, If defusal set off mines, but made your tank highly resistant to mine damage, it would make it possible to flip tanks with stacked mines, but it wouldn't do a great deal of damage. Is that a good trade off?
About two weeks ago I had the idea that mines could do large amounts of heat damage to tanks in addition to their regular damage, and that defusal would only negate the hull damage but not the heat.
Gawd, just make the mines activate after weight gets off it, like real mines and we wouldn't be having this conversation
No, I want this conversation. I want this to be the "defusal" skill. Mines get highlighted, and you can defuse them. Other people just see the mines as regular, or whatever system we got now. This "mine immunity" thing is what I am against. It is really lame that mines have no effect at all late-game. This renders grenadiers useless late-game as tank-killers. Seeing an area covered in glowing red skulls might actually make people think twice into rushing an area with heavies, and maybe force them to clear it out (using a cheap jeep? or defuse it?) This is a time-buyer, for the defending team.
Its even more lame when defusing mines takes long, has no confirmation that u are actually defusing and leaves u open to attack
Yes it does. My suggestion won't work without either teamwork, or if Scouts get that new Defusal by Grenade shit we discussed. If you are defusing so a column of massive tanks can pass, you are supported by them. It's not like a the other drivers will just forget about killing things.
Defusal isn't overpowered because it is compared with repair upgrade when driving a tank. Mines don't do much after armor is researched anyways
I just wish defusal could defuse the mines. They plant so incredibly easily, but take forever to defuse. As it stands now, this would just make people very frustrated by the wall of mines they cannot cross.
Shorten defusal time and give a progress bar. Awesome! The heat idea is also intriguing..... but maybe it would serve better if grens had two types of mines? Heat and dmg ones? The heat ones do mainly heat, but some dmg too. Heat = stall = omg RPG spam. However, this means you have to camp your mines. I don't play gren much so I don't know how well this would work.
No heat types. Just one type of mine. We already have weapons complicated enough. And of course you should camp your mines. At best mines are only obstacles. If you cover them they're a formidable hazard, but if you don't, at best they're only a surprise.