Mines as offensive weapons.

Discussion in 'Feedback' started by Gunnery Seargent Hartman, May 25, 2006.

  1. Gunnery Seargent Hartman

    Gunnery Seargent Hartman Member

    Messages:
    157
    Likes Received:
    0
    Trophy Points:
    0
    IMO mines should not be capable of being used as an offensive weapons.

    Currently, mines explode when throwing a 9th one.
    During the last few days I have increasingly seen this fact being used in rather offensive ways.

    For example on Escort, laying 8 mines inside one of the rather small infantry-only buildings, waiting for lots of BE to gather there .. and then throw a ninth one.
    Effectivly killing everybody inside and destroying all turrets inside without anybody tripping on a mine.

    There are lots of ways this can be used.
    And since mines have a huge blast radius and extreme damage they are incredible dangerous on maps with limited space.

    This totally defeats the purpose of a limit on mines.
    If there must be a limit make them disappear one by one when the limit is reached.
    This would stop the CV from being sabotaged with mines, too.


    After all they are mines .. not satchel charges.

    Of course it's ot very realistic to have the mines disappear .. but having a limit on them isn't either.

    btw. .. do they explode when changing class, too?
     
    Last edited: May 25, 2006
  2. Jkun

    Jkun Ban Hammer Manor Ruler

    Messages:
    308
    Likes Received:
    0
    Trophy Points:
    0
    Personally, I'd like to see mines and turrets restricted so that you can't place them when enemy infantry/vehicles/buildings are nearby.
     
  3. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    Mines are, in the cases you said, used as a defense, since they are not planted inside enemy territory, but in an area currently controlled by your team.Also, stop using escort for an example, its an exception.
     
  4. Jimather

    Jimather Member

    Messages:
    495
    Likes Received:
    0
    Trophy Points:
    0
    i agree hartman, there is a problem here, i also dont think that kamikaze mine runs should be possible either. you know where you just run into a tight enemy space and drop as many mines as you can before they shoot your ass off. then they dutifully step on your mine for you and take out a load of people.
     
  5. palehorse864

    palehorse864 Member

    Messages:
    68
    Likes Received:
    0
    Trophy Points:
    0
    Escort is most definitely an exception to most of the rules and the game should not be balanced on it.

    The 9 mine thing is in many cases necessary for other functions to be honest and I think it is a great use, especially when friends get their vehicles stuck and don't want to just abandon them. I have saved numerous tanks this way.

    Also, consider what happens when griefers block the vehicle factory or some other important location. This is the only way to free them up.

    I think it's also a great use of mines in offensive situations. Knock down engineer walls and move through.

    As for escort, that map is really a special case. Most maps have very few narrow areas if any.

    I really don't see any problems. The only case I get blown up a lot is escort and that is only as Brenodi when the enemy team is trying to stop our tanks. Even then, I've learned to watch the ground and hop skip and jump over mines. I just make sure to get past them fast in case my buddy decides he wants to compare his shoe size to the kill trigger on that mine.
     
  6. Gunnery Seargent Hartman

    Gunnery Seargent Hartman Member

    Messages:
    157
    Likes Received:
    0
    Trophy Points:
    0
    Oh well that's a bit of a grayzone and we're slightly talking past each other.
    The problem isn't planting them. imo regardless of where they are planted they are defensive weapons .. but as soon as they are blown up by the person who put them they are being used as satchel charges .. offensive weapons since action is taken on side of the person who put them.
    Noone stepped on them.

    And well, yes the problem is only "serious" on escort.

    However, since the usage of mines as satchel charges seems popular, why not add them as a second option for the grenadier instead of mines.
    He could blow them up without dieing but they don't explode when someone steps on them.
    Mines can't be ignited by oneself but explode when an enemy steps on them.

    Currently it's simply not really "fair" having mines be satchel charge and mine alike.
    At least not in this fashion.

    It would be fine with me if mines would be officially declared satchel charge / mine combo and could generelly be detonated .. then people would know what to expect.
     
    Last edited: May 25, 2006
  7. Chahk

    Chahk Member

    Messages:
    1,390
    Likes Received:
    0
    Trophy Points:
    0
    I would agree to having mines disappear instead of detonating upon reaching the limit, but restricting their placement is not a good idea. If I am able run up to a crowd of enemies and drop a mine without getting killed, they deserve to get blown up.

    If you don't want mines to be used as offensive weapons perhaps adding a timer to place them (half of what it takes to defuse one) would be better. If it took a second to lay down a mine, leaving the grenadier is stationary and vulnerable for that tme, perhaps the tactic described above wouldn't work.
     
  8. Jimather

    Jimather Member

    Messages:
    495
    Likes Received:
    0
    Trophy Points:
    0
    yeah good idea chahk.

    i suggested a weapon choice for the grenadier, between satchel charges or mines on the old forums. thats why i like the idea.

    its very important that a grenadier cant carry both mines and satchel charges is the only thing im really trying to add.
     
  9. Lock N' Load

    Lock N' Load Member

    Messages:
    240
    Likes Received:
    0
    Trophy Points:
    0
    I like the 9th mine bomb, what I hate are jerks that have increased health and rush into tight areas throw *poop* loads of mines at them, making a impregnable wall that you can't get passed without a Nader that accually has Defuse. Sure, you'll say "Shoot and kill him!" but how often are Rifleman in tight alley ways?
     
  10. Jimather

    Jimather Member

    Messages:
    495
    Likes Received:
    0
    Trophy Points:
    0
    thats pretty much where i get all my kills as rifleman on district and escort. alley tricks.

    yeah the mines are like gay stuff things but i just wanted to say.
     
  11. Jn.

    Jn. Member

    Messages:
    1,094
    Likes Received:
    0
    Trophy Points:
    0
    Well they could just get rid of the 9th mine detonation thing.....
     
  12. mr_quackums

    mr_quackums Member

    Messages:
    2,358
    Likes Received:
    0
    Trophy Points:
    0
    once you have 8 down you simply cant place more, but you could disable your own mines as though you had the skill.

    and to who asked, mines donw blowup when you cahange class, they disapear.
     
  13. zachtos

    zachtos Member

    Messages:
    224
    Likes Received:
    0
    Trophy Points:
    0
    quick question: are you immune to enemy mines as a grenadier, or must you get the defusal skill first to be immune? I can't remember, but I always get defusal when in vehicles and mines do not hurt me.

    * do not detonate mines after laying the 9th mine, simply remove the 1st mine. If you want satchel charges, make it a specific weapon. I'm FUCKING tired of the CV being flipped by enemies or friendlies. It's very agitating.
     
  14. TheGreatHegemon

    TheGreatHegemon Member

    Messages:
    51
    Likes Received:
    0
    Trophy Points:
    0
    I like the mines like this - it's so fun to flip the enemy CV :)
     
  15. Chahk

    Chahk Member

    Messages:
    1,390
    Likes Received:
    0
    Trophy Points:
    0
    You must have Defusal skill to not set off enemy mines. You are not "immune" to their blast radius though, so nearby teammates tripping the mines will still kill you.
     
  16. Goose

    Goose Member

    Messages:
    518
    Likes Received:
    0
    Trophy Points:
    0
    Um Actually you can place 8 mines directly under the cv and hit it with a rocket from a distance. This is how I normally ninja it. I rarely use the last one as a sachel charge. The rocket moves the cv enough to have it trip the other ones. So you theory on this method is flawed.
     
  17. zachtos

    zachtos Member

    Messages:
    224
    Likes Received:
    0
    Trophy Points:
    0
    atleast team mates wont be able to flip it anymore then.

    and what you do takes more skill then just hammering the attack button while no ones looking.
     
  18. Gunnery Seargent Hartman

    Gunnery Seargent Hartman Member

    Messages:
    157
    Likes Received:
    0
    Trophy Points:
    0
    Zachtos takes the point.

    I was talking aout "sabotaging" .. not having it killed by the enemy.
     
  19. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    why not have a weapon that makes your mines explode on primary attack after a 15 sec fuse?
     
  20. Bishop Gantry

    Bishop Gantry Member

    Messages:
    245
    Likes Received:
    0
    Trophy Points:
    0
    Shoule we remove the engineers ability to use structures as ladders too?
     

Share This Page