Defusal with Vehicles

Discussion in 'Feedback' started by unconnected, Jul 26, 2007.

  1. unconnected

    unconnected Member

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    How does this make any sense at all? This is a massive multi-tonne vehicle, if it drives over a mine the mine should go boom no matter what. The guy should have to get out of the tank and defuse it manually no be invisible to it.
    Maybe have it so the gren can see the mines the same way camera's light up an enemy but it just seems a little stupid that his vehicle can go over them unscathed
     
  2. SwampRat

    SwampRat Member

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    It could make minefields overpowered if you couldnt pass them (think of a mine field covered by a turrent or two, cant drive over it and cant stand still long enough to defuse)- however I'd personally like the vehicle power reduced somehow. My thought on the matter was to have a key press which while held reduced the speed of a vehicle to 50% or so maximum and allowed the user to drive over mines. that way mine fields can be passed if the grenadeir is paying attention, although the passing is more risky due to the speed decrease. however hidden mines might still do wonders.
     
  3. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    I agree, he should have to defuse, I don't see why this was ever made so that he wasn't blown up.
     
  4. knighttemplar

    knighttemplar Member

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    Yeah, I was thinking of this today, it really doesn't make sense.

    On the other hand, it makes the game better, which is what we all want. Besides, the driver's nanobots disable mines temporarily...or something
     
  5. Krenzo

    Krenzo Administrator

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    He emits an EMP field!
     
  6. Dubee

    Dubee Grapehead

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    i dont mind the diffusal skill how it is.. and im a die hard gren... it really would throw off the balance to change this
     
  7. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    meh, maybe, but I'm jsut thinking about escort, I mean you mine the area to stop tanks, for what? APC and/or tank barrels past, either HEing the sides of the walls around that curvy canal, or spawning men by the flag like there is no tomorrow. Granted from the high angle the NF are firing from the vehicles can be destroyed, but it makes it damn difficult, especially with the HE arty pumping out shots nearly right in front of itself, killing everyone in the area.
     
  8. unconnected

    unconnected Member

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    hmmm, I imagine that if it is an emp field the faction soldiers would just make the mines the old fashioned way.

    Maybe even a 25-50% reduction in damage from mines, it still doesn't make a lot of sense though to have it allow the vehicles to drive over it unscathed, just make the mines pressure sensitive to fight the whole emp thing :) Plus if it is an emp field wouldn't turrets, vehicles and communications be knocked out around these grens as well?
     
  9. Krenzo

    Krenzo Administrator

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    Escort is exactly the reason defusal behaves the way it does. Not everyone is grenadier and has the defusal skill.
     
  10. unconnected

    unconnected Member

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    true and when we are playing aroudn with n00b pubbers this is all fine and dandy, but anyone who has any sort of experience or an organised team will make sure that all the veh drivers are grens with diffusal. I mean the vehicle advantage alone should be enough to make it a somewhat even fight, but without the ability to mine an area and at least slow down the vehicles the other side just brings up 4-5 apcs and walks right through the map.
     
  11. knighttemplar

    knighttemplar Member

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    Oh yeah, defuse requires teamwork. It's often necessary for tankers in later games to have defuse. You're really vulnerable when you take damage, because if you don't have an engineer nearby, it's gonna be hard to get repairs.

    If a tank drives through your mines, you've got to either 9 mine it, or kill its backup

    [edit] A good way to slow down vehicles on escort is to get a few engis to put their ammo in a line to block off a passage way. Those tanks will be stuck there for at least a minute, which for Brenodi, is a lot of tickets and a lot of time NF get to throw up some lvl3 turrets at the next choke point.
     
    Last edited: Jul 26, 2007
  12. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    I doubt there is ever an instance when Aa vehicle driver on escort wouldn't be a grenadier.

    But don't take my word for it, ask headshotmaster. when i went inactive almost a year ago, he was a regular friggin HE arty whore on escort. chances are, since he's still here, I bet he's been doin the same thing the whole dam time.

    Still it is pretty balanced on escort, I guess I'm just venting frustrations I've had from times gone by, where some HE arty crackwhore *cough* *cough* headshotmaster *cough*, would just drive his way through the map, with his defusal and arty feedback. ;)
     
    Last edited: Jul 26, 2007
  13. Private Sandbag

    Private Sandbag Member

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    go play escort again. it's been changed quite a bit, most of the changes limiting the effects of artilliary. not to mention that in 1.08, the splash damage radius of artilliary is half what it used to be. artilliary isn't the porblem it used to be.


    I have never thought that the defusal skill was unbalanced- mines are just a tiny power in the arsenal of a grenadier.

    and if a vehicle pilot is a grenadier with defusal then he gives up the greatest ability of any pilot: the ability to repair themselves (as an engineer) after any battle.
     
  14. Krenzo

    Krenzo Administrator

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    Who dug up this old fossil? Someone must've opened up a time capsule from 2006. Escort is nothing like what it used to be.
     
  15. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    its changes somewhat but not quite that much. I'm working fof the 1.71b version. I haven't played the new RCs yet, so i didn't know these changes were made, which sound like arty is no longer a problem as suggested.
     
  16. L3TUC3

    L3TUC3 Member

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    Yea, nuke tanks is where it's at now.
     
  17. Headshotmaster

    Headshotmaster Member

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    They fixed a couple of spots on the map, however I can still get my kills in where needed hehehe.
     
  18. Solokiller

    Solokiller Member

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    If Grenadiers could choose between mines and satchels, that would make things a little easier for the Grenadiers, because they could still do some damage to vehicles without poking their head in the barrels of enemy nuke tanks and scouts.
     
  19. SwampRat

    SwampRat Member

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    does everyone ignoring my 'hold a key down to drive over mines slowly' idea off of the first page mean that it sucks and I should drop it or can i keep repeating it until everyone hates me more?
     
  20. SwampRat

    SwampRat Member

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    Whilst this thread may be a bit old, I was tempted to open a new thread on this subject (for my cunning idea that defusal should be activated with a button and/or slow down vehicles while it's active - that way surprise mines can work (e.g. mines in bushes) even against defusal if the driver is being careless and not watching his mini map, minefields which are defended are still viable (due to slowing down tanks rather than having them fly over at full speed) yet tanks can still pass mines and so not have the killing a map off effect that a minefield with turrent / tank back up would have)

    Anyway, being torn between raising an old thread and needlessly making a new one, I thought I'd try the former. Sorry for anyone who'd hoped talk of defusal in tanks had died a while ago.
     

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