Defusal effectiveness relative to heat on tank.

Discussion in 'Feedback' started by Metal Smith, Jun 14, 2009.

  1. Metal Smith

    Metal Smith Member

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    Okay, how bout this. The amount of heat your tank has is relative to the radius of defusal's effectiveness.

    0%, you hit no mines.

    If you get shot, your heat goes up a little, and you'll hit mines close to your center.

    50% you hit about the normal radius.

    100% (biodiesel say) you hit mines at a 50% larger radius than normal.

    Just a thought.
     
  2. PreDominance

    PreDominance Member

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    Nukes: Detonate all mines on map.
     
  3. Metal Smith

    Metal Smith Member

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    umm. no.

    Heat to tank. that red bar at the bottom.

    Don't ruin this thread with smark remarks >.<
     
  4. PreDominance

    PreDominance Member

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    Like the one I could associate with this obvious fail.

    Anyways, +realism here, as mines can be head-detection instead of pressure, however, I don't like it.
     
  5. Alceister

    Alceister Member

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    Seriously overcomplicated. Why not just go for my idea of "mines do heat and physical damage normally but only heat and no physical when you have defusal and you're in a tank"?
     
  6. communism

    communism poof

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    I like it
     
  7. Cyber-Kun

    Cyber-Kun Member

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    Then you have jeep with defusal to blow up all them mines but nothing happens to jeeps?
     
  8. BitterJesus

    BitterJesus Member

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    Both of the suggestions are terribly flawed.
     
  9. Mashav

    Mashav Member

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    So is this on thresholds or just exact percentages? Does it switch modes at a certain percentage or is it constantly changing?

    Besides the fact that I think defusal is fine as it is now, this has a couple problems.

    If its on a threshold system, then as soon as you cross the highest threshold you would take almost no damage from mines because they're so far away. The lowest threshold would also have to be up to 30% heat at least to stop heat from enemy tanks weapons setting off mines underneath you. Also, the fact that enemys even could cause the mines to go off underneath you seems like a bad Idea, especially with sticky stuns.

    If it works on a by % system, then 1% heat making mines go off makes this fucking useless. Any weapon hits you while you're on a mine and it detonates. Fire any guns while on a mine, it detonates. If you intentionally overheat your tank, you can clear mines by yourself. If you get bio-diesel and overheat your tank you can clear minefields just by driving forward. There's also still the problem with stun stickys making mines go off underneath you.

    Maybe if it worked like below 40% heat they don't detonate, 41-60% heat they detonate early, 61-80% they detonate normally, and 81-100% heat and they don't detonate till you're ontop of them. If It worked like that I would find it marginally acceptable. (although I still don't see whats wrong with defusal now besides no progress bar and it takes about twice as long as it should)
     
  10. Ikalx

    Ikalx Member

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    Maybe if it's 50-50 or if the bar is in the red, defusal fails to operate. That would make some sense, and not detract from general vehicle combat.
     
  11. Metal Smith

    Metal Smith Member

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    It was just the beginning of the idea.

    How it's implemented was an example, but the thresh hold may be better. Some thoughts though:

    if this effect started at 50%, and started with half the radius of normal defusal, and at 75% jumped to the regular amount, that would also work. The idea is that you can drive up to a mine field, blow the hell out of a base, and then drive out past themine field. Or in some cases, you just blow everything to hell while in the middle of a mine field, with no effect.

    The idea is to not have tanks able to completely ignore all mines.

    The only other good way for defusal to work is to give the tank a 90% reduction in mine damage. Other wise, what's the point of having mines if late game they dont' do anything?
     
  12. SwampRat

    SwampRat Member

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    It's a reasonable idea to help with defusal being OTT, mines should do something unless you're on foot and ready to defuse them (imho).

    How about if you take over x% damage you have a y% chance of losing defusal for a second or so? Minefields wouldn't have much affect against most lategame drivers (but still stop engineers, a bit at least as they need to get out and repair etc) when they're not in combat, but if you're actively defending an area or laying an ambush they'd be useful.
    Defusal works + mines work
     
  13. Metal Smith

    Metal Smith Member

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    Chance is not something you should leave your game up to.

    There has to be a very solid reason for defuse to not work. and that something should probably be visible at the time.
     
  14. Nickierv

    Nickierv Member

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    I thought the % chance of something like defuse working has been done to death, revived and taken a nuke to the face.
    Changing the detonation radius on mines will mess a lot of things up: mine spacing, seeing a multi ton heavy tank get blasted a couple hundred feet in the air on escort. The force will be applied to a different place, removing the lulz of the flying heavy.
     
  15. Cyber-Kun

    Cyber-Kun Member

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    Make defusal lower mines damage by 25%.
    There you go.
     
  16. Metal Smith

    Metal Smith Member

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    because changing the radius of the mine detection by the vehicle would totally matter when you stack 8 of them on top of eachother.
     
  17. Mashav

    Mashav Member

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    So you take one of the most powerful and useful skills and turn it into crap?

    Unless there's more to this suggestion then that, It would nerf defusal to the the point where there's barely a difference between defusal and non defusal. It also means that people could mine flags like a mother fucker and completely block them off for other people. For driving, there would be almost no point in using anything for driving besides an engi. Maybe just maybe if it reduced it to 25% rather then by 25% then It might be an acceptable nerf.

    Besides the fact that It takes to long to actually defuse, I don't see whats wrong with defusal. The only thing I'd like to do to improve it is a bar for telling how long to defuse, Half defuse time and making mines that your mine detector detects show the trigger radius of the mines(think KOTOR mines) for you and your team, for 20 or so seconds.
     
  18. Cyber-Kun

    Cyber-Kun Member

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    This is for tanks. Infantry can still defuse like normal.
    The reason for this suggestion is you can have tanks that are designed to head straight into the enemy base with more armor than other tanks. This tank will end up dead quite soon but it allows other tanks to come in. The lower rate is to stop the ratio of 20 mines to kill one tank or whatnot. Any random chance is stupid in the end, even if it based off of heat or speed.
     
  19. Mashav

    Mashav Member

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    So besides making any type of rush ineffective, you want to actually encourage losing your tank to mines? It takes 6-10 mines to kill a comp heavy depending on the spacing. that means about 8-12 mines for a full comp heavy... But what about any other vehicle?

    Every type of 3plate APC dies in 3 mines (comp goes to 2ish% depending on spacing). Any type of apc on any type of map would be destroyed by mines. Also, considering that most mediums take 3 plates when they're stocked with weapons means that they would also die rather quickly. And this does't even take into account the other armours because they're all weaker vs mines and heavier

    1-2 mine difference would not make me take gren for defuse when I could hit the mines and repair as an Engi. This would also stop most tank pushes because every single tank would need to be watching for mines(especially early game).

    If anything about mines/defusal need to be changed, I think mines should become more powerful then defuse becoming less.(not Including the changes in my previous post)

    Driving into 8 mines ontop of eachother deal 50% hull through 6 plates of comp, 8 mines underneath a 6 plate comp heavy will kill it and 6 mines spaced out will kill the same tank. Radius and spacing matters

    Yes.(except that those aren't random chance, just variable trigger conditions)
     
  20. Cyber-Kun

    Cyber-Kun Member

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    If you have to attack an enemy base full of mines and walls and the like, how can you get by all the mines?
    You need defusal to stand a chance. If not, you are going to die by the mines. If you say you can repair the mine damage, well that isn't much of an assault as much as a slow push.

    This change in defusal for tanks promotes teamwork as you have teams that are made to take out the mine fields so the other tanks can follow. Yes, in the end that tank could end up dead but it allows the other to rush quite well.
     

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