Suggestion 1-a The Change: Mines should detonate the moment they go live, if they're next to an enemy vehicle. Comment: Simple, short, sweet. It stops short (or at least discourages) the ninja-killing of CVs. It also simplifies the detonation of empty vehicles, not that you see many of them. Experienced grenadiers will probably not be amused the first time they encounter this particular feature (*evil laughter*), and will probably lament the loss of guerilla-style mining, but it's intuitive for new grenadiers, and for the best of everyone. Suggestion 1-b The Change: Mines should detonate the moment they go live, if they're touching or very near a building. Comment: Much as above. This stops short the ninja-killing of buildings. It also simplifies the detonation of objects like turrets, and avoids the mining of critical buildings like barracks, armories and vehicle factories. Again, experienced grenadiers (read: ninjas) won't appreciate that, but everyone else will. Sadly, this would also nullify that lovable fix that made it possible to defuse mines planted in buildings. Suggestion 2 The Change: Show all of a grenadier's mines on his minimap. Comment: I'm not really sure why this even has to be a suggestion, as it seems like a no-brainer to me. In other news, the grenadier's mine-sense is strangely temperamental, and there's no documentation of it that I know of. Not to say that I am surprised there's no documentation for it, since you can just as easily tell there's mines by looking at them, then shouting to the rest of your team not to drive over them befo-*boom*... before it's too late. Suggestion 3 The Change: Mines should stop bouncing, and plant themselves on the ground. Comment: In Empires, landmines bounce like rubber balls. Given they're already using simplified physics, it's a wonder they even bounce at all. Not to mention their curious habit of staying upright, defying gravity and inertia like nobody's business, which only becomes more obvious when a mine bounces casually off the side of an angled hill. This bouncing serves no useful purpose, and has a tendency to cause mines to go live while in the middle of the air, where they stay. You don't need me to tell you that hovering landmines is a bad thing. For the good of all that is holy, stop the bouncing! Mines should commit! (To the ground, that is.) Suggestion 4 The Change: Explosion graphic effect for mines, please. Comment: One that looks nice. And is not too expensive. (Ni!)
So you want the grenadier to turn into a suicide bomber? because that's what will happen when mines start exploding on contact. You're better off giving him on-contact grenades in that case.
I agree with everything except 1-B and 3. As sometimes in Cyclopean, you're on the tall building and needs to drop mines below, if these mines would stuck themselfs..
If they stuck themselves... ? @Solokiller Mines currently take a moment to go live. Before that time is up, vehicles can run over them and the mines won't detonate. Likewise, Suggestion 1 exploits that delay so that the grenadier can drop the mine and run. Not that he should be dropping mines and running... They're landmines, not detpacks.
It will still result in a lot of suicidebombing in the first few weeks, when people try to 9 mine the CV.
I think another point, about mines, is possibly something i noticed on Cyclopean where the roof-rax goes. People dropping mines on your head, and they kinda...sit there. Surely, they should blow up when they make contact? even if the target area is only whats above it.
I remember seeing mines sitting on vehicles. They would just stay in free bouncy-mode until the vehicle moved away and the mines could fall to the ground. Planting mines on infantry was much the same, iirc. A shame, too. It'd be a great way to humiliate a scout. (Stickies are good too, of course.) Mines already ignore acute angled surfaces, that I know of. How are you dropping mines that they would stick to walls, anyhow?
I have no problem with that sort of suicide-bombing. :D Seriously, though, I don't like having mines explode when dropped in buildings. If my grenadier is chased into an enemy building for whatever reason, they should be able to drop mines in the doorways to slow the enemy down. Removing 9-mining will make it difficult to blow up buildings that way anyhow. ...but if you don't want mines used on buildings, why not just, you know, reduce mine damage to buildings? They're mines, designed to deliver shaped charges that disable tanks (and do ugly things to infantry, but that's incidental.) They're not really designed to be used against large concrete-and-metal structures that lack a vehicle's distinctive vulnerabilities; having mines do little or no damage to buildings would make perfect sense. With 9-mining removed, I also kind of don't like the 'gotcha' way mines dropped in buildings will work... e.g. I drop 8 mines in the VF, and if one careless opponent walks over it, the entire building explodes. Sure, it sounds clever, but I don't think one mistake by one player (except possibly the comm) should be able to damage their team so easily like that. So drastically reducing the damage mines do to buildings would make sense from a gameplay perspective there, too.
The only suggestion that interests me is that the mines should have an explode graphic. But I imagine this is a minor issue that the devs are aware of and will fix in due time.
Hmm maybe a different variety of mines can help too... Suggestion: - A weaker mine that does less damage (about half of current mine), but has enough force to flip over any vehicle, rendering them unusable and they will still use up the vehicle limit. - A Mine that disables the vehicle electronically, causing the vehicle to stop and have a overheated gauge. An alternative is the mine causing the vehicle to lose control (can't break) and crash or fall in water [can be good and bad in some situations].
What's the point in using a disabler mine or a destructive mine if you can just flip the tank and effectively destroy it?
By removing 9 mine, we're trying to avoid flipping vehicles. It's counter-intiutive to create mines that flip vehicles.
i never got the chance to say how much it SUCKS that 9-mining is being removed without an equivilant (though more "legit") tactic being added to replace all the gameplay it had (e.g, timed mines) for starters, what are you going to do when the command vehicle flips. ITS GUNNA HAPPEN. i've seen command vehicles in water and off cliffs, they need flipping. i guess you just have to kick back and enjoy the view when that happens now, huh.
I agree that they should blow as soon as released if enemy vehicles are in range. I don't think they should explode on buildings or people. Since when to mines blow when they are near buildings?! If they blew on infantry, it would get abused. On vehicles, it would be helpful and carey a risk, but it is a logical scenario to have to deal with. Mines bouncing on the ground is just silly, so I agree with removing that. Maybe not 'sticking' to the ground but more realistic physics properties would be advantagious. Mines already are shown on the map, but maybe not as a recruit? IDK, but they DO show-up. If a funny twist, near by enemy mines will also show, AND grenades. Grenade spamming looks funny on the map. Reminds me of an old school video game. Explosion partical effect. Yes.
Call AAA and ask for a tow Seriously, there does need to be an alternative to 9-mining to get vehicles (especially the cv) out of the water/ditches/trees/whatever. I'm thinking specifically of the water trenches on mvalley and the ditch after the third flag on escort. For example, what will happen if someone parts their heavy in that ditch? BE game over? 9-mining is the only way I know of getting vehicles out of that ditch.