I imagine I can still kill lvl1 MG if I sprint, but not for lvl2 MG. But there's an extra advantage, it's now much easier to time your grenade for proximity explosion.
Yeah, I kinda hate using the current nade because that fuse time is forever. I can't effectively time it. Lowering the fuse would be great for scrubs like me who are used to counter strike nades.
WEll I timed it and cooking an empires nade forever makes it go down to 2s and my change makes default timer 2s as well, so we're looking at every nade being a cooked one. Cooked nades have never been OP (imo) and they're fun to use (bias) so I figured why not give them a small buff. I also nerfed engy and scouts resistance to mines because 1) mines should fucking kill people 2) scout is meant to be weak to explosions because that's his counter strat. Not sure about rofl and gren dealing with mines, I don't mind grens being able to facetank a mine but rofl not sure. I'll keep them as is for a while and depending on how things go maybe I'll make rofl die to mines too. Honestly Idk why infantry needed a full resistance to mines anyway, mines suck vs tanks except in early game, and oneshotting infantry really isn't a big deal if there's an engy around. The only time mines were important is either sneaky placements (which are good for preventing lone wolfs from getting around alone) or during combat (which is also good because the mines are an interactive part of combat) Outside of a fight, mines should rarely kill infantry, and when they do a rev engy should be available to revive you.
Mine is still a weapon of mass destruction, it's also a drop and forget (in most cases). I don't see why it needs any buff.
A mine that instakills is completely different to one that deals 60~ damage. One is a useful area denial tool, the other is functionally useless unless you stack 2. Turrets are also drop and forget in most cases but we like those. I'm not buffing mines, I'm just returning them to their old effectiveness. I'd consider making health upgrade allow you to survive mines, but I think health upgrade already has so much going for it that it needs no buffs.
I got curious and checked VIPER stats, mines killed roughly 1800 players in the last 30 days. Mines are still effective against vehicles. You can still completely seal off an area with mines, especially stacked. It still deals a lot of damage to infantry and under circumstances it's still deadly. Functionally useless? No. Mine was OP, now it's just good. I am not gonna list 10 reasons to make this tl;dr, but turret is a bad example here, it's not even as drop-and-forget as mine.
I kinda have to agree that making mines do less damage didnt really affect my kills with them. even tho I still only place 1 I guess ppl are usually less than full hp.
My, minor, problem with the mine kills is that it includes district and escort, 2 of the most commonly played maps and the 2 places where mines are 1000x more effective then usual. Fact is you don't even have to stack them, people place them so if you jump over one you hit the other, they both go boom and you die. Still, I don't mind that much when mines where nerfed. It really helped a bit with the rather terrible problem we have with raxes being mined. I always stack 2 mines anyway because it's mostly apcs running past I'm trying to kill. Also how much damage is a mine suppose to do to infantry anyway? I swear it's like 150 normally, because it used to kill hp upgraded people too. Also want to know the amount for vehicles, I swear there have been times I stacked 5 of them and I only got through the armor.
I asked candles about how exactly do the diminishing returns work with mines but he said he doesnt see anything like that in the code.
Only because of stupid engine limitations since you can place them in places people cant see them at all (stairs) or cant do shit do avoid damage (tops of ladders) And now deduct all escort and district kills since they shouldnt count.
I know somebody was mentioning a long time ago that you can actually stop damage of other mines by stacking them. ( that it blocks the damage of the mines below them ) but I dont know exactly how, or if it was real, or if it got fixed or what ( and I got no notification for new posts in this thread again, wtf )
No, it was an explitic feature added at some point. You could instakill any heavy with a 8 mine at a point. IIRC it was added so thats not the case, but it nerfed mines against any other vehicle as well.
8 mines work fine though. Unless they are somewhat spread out. I think it has to do with the vehicle getting pushed up and back from the first one and the damage being less from the next explosions. Or wait, you mean it was that at some point but not anymore?
I dont really think its the push, the time between mines setting eachother off is minimal, 9 mine blows up pretty much instantly and a single mine doesnt push a vehicle much to start with. Yea im talking about versions long past
Reminder that the test is coming up today/tomorrow depending where you are. I'm doing some last minute tweaks and getting the files ready.