Mines: To weak?

Discussion in 'Feedback' started by [SEk2000]Blackhawk, Jan 9, 2008.

  1. [SEk2000]Blackhawk

    [SEk2000]Blackhawk Member

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    Later in game, when heavy tanks are rolling through the map, mines seem to be a little bit weak. I have seen flying heavy tanks, hit by 8 mines (8 mines at top of each other) making loops and landing sometimes at locations you would never think of, but these tanks where still alive - and not even damaged much. Ok, armor makes a tank get stronger, but armor normally protects most the upper side of a tank, not the bottom. And looking at a tank that double flips around, barely landing on the right side again and then driving away like nothing happened makes me think: There is something wrong.

    Suggestion: Mines are to destroy tanks. 8 Mines and lets say 2 shots with the RPG should disable even a heavy tank, but whatsoever this tank should need a lot of repairs and should drive out of combat immediately, if it is to survive anyway.

    On the other side: Grenadiers with defuse can drive over mines without a problem. Maybe this should be tuned to half damage or something like that.

    Another great idea would be to sabotage mines (by scouts) to explode at contact from both side, no matter who placed it.
     
  2. Blight

    Blight Member

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    Ive seen heavy tanks making flips too but mostly in escort. It can get a bit annoying after a while but I find it mostly hilarious. I have never seen the tank drive away undamaged though. If a couple of RPG hits don't kill it the tank usually gets stuck somewhere on a ramp and dies...

    Nerfing the defuse upgrade would ruin game play on escort. And besides, is it still defuse when the mines blow up in your face anyway?

    I'm not sure whether making mines blow up on contact for both sides can work because friendly fire would have to be on, I think.
     
  3. WaVe

    WaVe Member

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    It would be nice if the damage goes straight to hull from above/below the vehicle, but if you got HE, you could shoot a few shots below the tank and gg.

    When shooting from above with RPG, the damage goes only to one of the armor plates instead of the hull, and thus its harder to kill from above than it is from front/side etc.

    (I think I remember that it has been changed that way, so you cannot shoot the tank gunner hole lid to damage the hull directly, or something like that)
     
  4. Chris0132'

    Chris0132' Developer

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    The main issue I have with AT weaponry is that the exlosion force is far too great.

    You shouldn't be able to even lift a tank off the ground more than a foot, never mind flip it over three times and land it on a cliff.

    I'd say reduce the physical force of mines and stickies (because you can flip a heavy on it's roof with a sticky if you're using them on BE heavies.) and increase the power to compensate.
     
  5. Private Sandbag

    Private Sandbag Member

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    I totally agree that mines are too weak.

    with composite or reactive, you can actually do safe detonations (riding up to the mine in a vehicle, slowly, boom, then getting out and repairing after) with LIGHT TANKS. in a heavy tank one mine won't even take down half of one side of good armour.

    I totally agree that the damage should be increased. significantly increased.
     
  6. dizzyone

    dizzyone I've been drinking, heavily

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    Remove 9 mine and increase the damage on the individual mines.
     
  7. LordDz

    LordDz Capitan Rainbow Flowers

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    And how would you be able to remove that? It's a good trick.
     
  8. Private Sandbag

    Private Sandbag Member

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    timed mines! press E on a mine and it becomes timed! then you don't need 9mine any more.
     
  9. SwampRat

    SwampRat Member

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    and the mines should only go off when the tank in on them, rather than slowly inching forward and not sat on top. I think I agree with the toning down of the kick mines give, either that or also give push to tanks from other explosives. It is fun to flip tanks, but sending them over once if you use a good few mines would be better than making them dance like a weird dancey thing like they can do now.
     
  10. Caelo

    Caelo Member

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    more damage and less splash would be fine :)
    Also I'd like to see emp-mines be added :D
     
  11. DeadlyDad

    DeadlyDad Member

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    I agree; mines should have more power, and vehicles should have more weight to avoid the 'Air Jordan' effect. As well, they should generate a some dust.
     
  12. Slamz

    Slamz Member

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    Improving grenadier rockets should also improve their mines. I do agree that mines vs late game tanks is kind of silly and needs to be improved.
     
  13. Dubee

    Dubee Grapehead

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    mines are fine right now.. If your being attacked by heavy tanks and you dont have anything to counter them other then mines.. then you should lose

    Skilled teams do fine on escort with 9 mine traps and sticky bombs... Actually this whole coversation has already been discussed many times... :|
     
  14. sergeant mkoll

    sergeant mkoll Member

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    mines = balenced
    and who said they were anti tank mines
    until i hear they are anti tank mines and not anti infantry i shall keep saying there balenced

    i would like to see a grenadier research to allow them to research anti tank mines that do about the same percent of daamge increase as advanced rpg
    and more class researches for other classes not just the grenadier
     
    Last edited: Jan 9, 2008
  15. Solokiller

    Solokiller Member

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    Mines having more power = all early game vehicle die from one mine, CV dies with one 9 mine.
    Dust generated by mines = laggy, can cause a crash
    Don't tell me you have a programming solution for that crash, because the Source engine simply lags with dust and smoke effects, and can crash with that problem.
     
  16. zergl

    zergl Member

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    Give LT and APC a damage modifier that reduces mine damage so they survive at least two mines (if decently armored) and srsly nerf 9-mine in general (since it's not what mines are intended to do).
     
  17. Private Sandbag

    Private Sandbag Member

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    whoa no!

    mines are your all purpose defensive and offensive demolition charges. the fact that they're proximity based is an added bonus.

    9mining is great fun and balanced too! (don't even get me started on the ninja debate either)
     
  18. knighttemplar

    knighttemplar Member

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    infantry research seems like a pretty idea
     
  19. zergl

    zergl Member

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    Not completely remove, just nerf it. I agree it's fun to 9-mine the crap outta stuff, but I still consider it to be something broken in the game mechanics since I'm sure as hell that this effect was never intended.
    Maybe cap mine damage if too many are too close to each other and reduce the vehicle flipping abilities. But that's not rly the point of that thread, anyway.
     
  20. Killa-Kanga

    Killa-Kanga Ask me how to open a .cfg file today!

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    Well realistically the bottom of the tank is the weakest less armoured area so the mines should do the most damage to the tank because they are on the ground lol :rolleyes:
     

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