Background: Defusal is a skill of absolutes. If you don't have it, mines are terrifying, fiendish devices. If you have it, they are nothing to you. The ability for defusal to completely negate an aspect of gameplay is conducive to bad gameplay. At best, it makes grenadiers helpless in defense and intimidating in offense. Grenadiers coast about the map freely without a care, bypassing what would level the playing field between infantry and armor. Suggestion: To make it fair to a degree, not a hard counter, I suggest that defusal should only reduce the chance of a mine exploding to 1/8 for every instance traveling over a mine. Defusal is still very potent, but not invincible. Things can be deceiving when grenadiers are involved. Additional: - Regular chance of mines exploding should be reduced from 100% to 7/8. - When mine is triggered, play click sound, 0.1-0.2 sec delay, then explode (lengthen delay to 0.3 if player has defusal) - Add a progress bar for defusing
sounds cool - i like it, there should be more chances in the game anyway. but it might be personal taste im not sure if 1/8 would be a bit high of a chance, in the end you "pay" with a skill for it. but im for testing it out ... deffinatly worth it ...
well yes, i always take defusal when i drive, thats right, but i dont defuse mines when i drive. so defusal is either my first (vehicle) or 2nd (infantrist) skill, depending on if i drive or not. but i think if i still would have a chance to blow up, i wouldnt take defusal, its relatively easy not to step on mines ... at least after you stepped on the first one, you sometimes need reminders :p but i said i like the idea but it at least has to be excluded on foot and maybe at very low vehicle speed!? edit: yes thats a good point too ... it wouldnt be every pile of 8mines, but a fair amount ... and you wouldnt even have to trigger them ...
I place 8 mines in one spot each mine gets that 12.5% chance also, this shit is still fucking lame, even with that decent chance to explode
That's a 1/3 chance of driving over an 8mine without detonating it. Statistics are funny that way. Or just get a scout to hop on it. What's that you say, your 8mine just went kablooey? Well excuse me while I drive my heavy tank all over your easily cleared ex-minefield.
Like the idea as then tanks cant just blow past defenses like on escort but you are using a skill slot... How about a middle ground? Having to go slow over them to avoid detonation but if you are flooring it the chance detonate happens?
Maybe you can still detect the vehicle in the vertical axis relative to the mine. Or you can slow down over mines.
make an area around a single mine. If its safe to go over 1 mine, make it safe to go over any mine within that first blast radius. or give the vehicle full protection over any mine it's hitbox triggers until it clears the first mine. Any mines that it is trigger protected from while on top of the first it is trigger protected from will NOT go off due to driving over it. that make any sense? it would prevent multimining.
Try to keep the rules regarding the skill simpler so an emp_recruit doesn't have to study it every time he gets in a vehicle.
Well, if the enemy is putting more mines in one area, there are less mines in another area. If you're scared, get out and defuse them or get a scout to jump on them. The whole point is that you need to think twice about simply driving over them all.
Honestly, I would be fine with it working just like this if it was easier to disarm minefields. The real problem with diffusal as it is now is that it takes forever to disarm a minefield by hand and they can just throw out a new one.
Easier solution: 1. Buff defusal ability to make it easier and quicker to remove mines. 2. Remove its ability to allow tanks to drive over mines without detonating. Now tanks can't just run through mine fields (which made no sense in the first place), but defusal is more effective at what it should be doing (i.e. removing mines).