some sort of magnets

Discussion in 'Feedback' started by inferno, Feb 9, 2012.

  1. inferno

    inferno Member

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    grenade that blows up enemy mines in a smallish radius. heavy like the stickystun maybe?
     
  2. Reznov

    Reznov Member

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    We already have something similiar called Beginners. They think that black/orange spots on the ground are upgrades/cookies so they try to pick it up... *BOOM* Minefield cleared. Time to move on.

    @ontopic: Which classes do you think should be able to have such kind of grenade? I would recommend engineer though but I don't know if that would make a gren with defusal useless. Also there would be the question of reward.
     
  3. inferno

    inferno Member

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    gren could have a choice between mortar or the defusenades?

    or it could be scout because they do that sort of stuff
     
  4. w00kie

    w00kie Mustachioed Mexican

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    this would totally ruin my escort-experience on NF :(
     
  5. flasche

    flasche Member Staff Member Moderator

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    why in the world would a gren ever pick mortar over defuse nades. especially since grens can already defuse mines by crouching on them and holding whatever button you bound 'use' to (careful you need the defuse skill or youll be one of the guys reznov described)
     
  6. inferno

    inferno Member

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    you could only have 1 or 2 and they could have a really small radius
     
  7. flasche

    flasche Member Staff Member Moderator

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    you could also let mines take extremely reduced damage and let them blow up this way. i mean no mine would survive a nuke ...
     
  8. Reznov

    Reznov Member

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    Inferno, instead of you know, adding it to the mortar slot which is completely fckin stupid like flasche said, why not add it to the mine slot? Although I don't support the idea of giving grenadier something useless he won't be needing since he can just avoid them completely with the defusal skill.

    I am still supporting the idea of giving that kind of grenade to the engineer. It would make him more valueable in the frontlines, where tanks drive around and need repairs, and also give him a second choice of grenades.

    And wookie, if a grenade that is as heavy as a sticky stun is able to get your mines, it's your own damn fault for not watching them good enuff.
     
  9. w00kie

    w00kie Mustachioed Mexican

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    So, shall the grenade just remove the mines in a radius or trigger them?
    Triggering them would mean, the heavily mines tunnels will go to hell and mined flags will be an easy task.
     
  10. Reznov

    Reznov Member

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    Yeah, triggering them would be chaos, also it would be griefable since you could set off mines below a tank that has defusal. I guess it should just defuse them or something like that. Or just simply remove them lol. *ZAP* UR MINEZ R DED!
     
  11. flasche

    flasche Member Staff Member Moderator

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    till you figure all the engies around you only carry anti-mine nades, bc they now can forever drive without any limitation (switch to hatch, throw nade, get back in - should work fast enough not to be in any danger and you even could supply yourself with this). mines at least get them to get out of their tanks and repair ... oh the rage when attacking bases, "what you fucks have useless defusal mines idiots, ltp"
    and grens, though they dont give a damn about mines, sonner or later have to return to base or find engis to keep their tanks.

    but yes, mines and defusal as a whole should get looked on in a future version. this gameplay element isnt working well enough imo, we just got too used to it already. how often did you actively defuse mines outside buildables f.e?


    i think active defusal should be a default skill of the gren and gets it range slightly increased so that you can better use it out of cover. also, there will be a defuse bar soon, this will hopefully help a bit too.
    and for tanks it should be dependend on speed and for the skill you should get another button so that your tank doesnt go over this speedlimit - sadly the button would be only for defusal, maybe someone has an idea if there is one you could recycle. ofc anyone could traverse mines this way, but it should be more balanced since you are vulnerable when slow.
     
    Last edited: Feb 9, 2012
  12. Reznov

    Reznov Member

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    flasche, why you think I kept calling those anti-mine grenades HEAVY. You can't simply use the hatch to throw them to the mines infront of your tank (unless your very fcking close and lucky to not set them off).

    Also enemy mines are usually close to the enemy base / enemy path so if you really got lucky enough to pass about 80% of the enemy defense without them noticing you then hats off. And even IF the engineer got through to their main without being noticed, the only way he could destroy their WHOLE main would be using decon and ONLY decon since he has no seismics. Of course there's the problem of squad revs but if an engineer really made it past all of that then there's no reason why he shouldn't be rewarded.

    And btw, why do you think the seismic is the primary grenade of the engineer. New players shouldn't even bother with changing it to the anti-mine grenade.
     
    Last edited: Feb 9, 2012
  13. flasche

    flasche Member Staff Member Moderator

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    if it needs to be close enough so that you might trigger the mine already there is little difference to actually defusing them like now - apart from that you have to crouch above the mine instead of being able to get into the tank an instant later (which also is the difference, mines get even less of a threat, they already are quite redundant, engis can defuse with armor and repair, grens dont blow them up)

    new players shouldnt and new players dont are two different things. how are new players supposed to know how to exploit a game mechanic if they dont fail a million times. new players will always be "a problem", but im talking about those "not so new", those that know about the power of tanks (but this finally is shifting anyway)

    engineers already are extremely versitle in avoiding to get killed. if you are squadleader you can actually insta-heal yourself up to full health multiple times in a row - thanfully this doesnt happen that much since ppl constantly forget about squadpoints in pubs on classic maps. and its not so bad either since you cant do jackshit against tanks anyway - apart from walling them in, which is funny, but got nerfed badly since walls take damage ^^

    all in all, i think we better wait what impact lower armor values have on mines.
     
    Last edited: Feb 9, 2012
  14. Reznov

    Reznov Member

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    Wait wait wait wait... there's grenadiers that jump out of a tank just to defuse a mine on the ground instead of ignoring it? "..... IS THAT? YES IT IS! AN ENEMY MINE!!! *jump out and runs dramaticly to the mine* MAI NEMESIIIIII-"

    And no flasche, since the armor of tanks is going to get reduced it will be even more rape than before. Also why would an enemy tank/player just simply watch you repair your tank?

    oh... you already wrote that mines are gonna have a different impact on lower armor values... k, guess that post above just confirms it.

    btw, engineers are good at avoiding things? Now how the hell is that possible? Squad heal won't save them from every single thing.
     
  15. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    ey bitches, it's called having a rev engi with you. It's just a waste to excange the existing nades with one of those anti mine nades. It's a slot wasted imoooooo
     
  16. Reznov

    Reznov Member

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    Paradox, shut your face, we're talkin' about how to remove mines without setting them off like a retard and not blowing up your entire team while doing that.
     
  17. flasche

    flasche Member Staff Member Moderator

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    mainly walls ...
     
  18. Reznov

    Reznov Member

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    Pff, walls don't save you from everything, especially HE CN, HE grenades, Mortars, NUKES, etc.

    Btw, what did you mean with "since walls take damage"? There was a version when walls didn't take any damage?

    P.S. Now the derailing begins.
     
  19. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    I dont read posts after the first one if the suggestion is stupid so sorry I didnt follow your fucking derailment of the fucking thread, go to gameplay topic if you wanna masterbate over a suggestion you might have that might not be implemented in the possibly not upcoming patch that's possibly going to be postponed till 2025
     
  20. flasche

    flasche Member Staff Member Moderator

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    ofc walls dont protect you if you just cower behind them, but you can use them to retreat (or advance) in relative safety. you can also trap tanks with them, quite similar to how you trap the comm. if im not completely mistaken i still have a screenshot of a guy that didnt know about killspawning ^^

    they took damage at their origin in some previous version which was underground when unbuilt and so they didnt take any damage aslong as they where unbuild.
    or something similar, youll have to ask devs how this actually happend - idk which version it did get fixed in.

    edit:
    no sorry i cant find the screenshot anymore :S

    edit2:
    it must have been 2.24d, its the first changelog after 2.12 which i find an entry that would suggest this ...
     
    Last edited: Feb 9, 2012

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