balancing mines


(Kordin) #41

So u think its good how it works at the moment? Engi runs into a room, throws a mine down and starts running and jumping around his mine. Which leads most of the time in kills for the engi even though he get killed during the fire fight.

I dont think that this is the way how mines should be used. Mines are a defensive tool which helps u covering strategic important ways or saves u from being backraped. Therefore manuel arming would be ok…


(OwNLY) #42

Mines? Get rid of them!
If not max. 2-3 mines per Team:

Nerf them to something like max. 50 damage with insta explode & selfarm.
This would help covering chokepoints.

OR:

Make them do only like 10 dmg if you are running fast enough past it (slight explosion delay, increased visibility).
Like this the enemy has stop their forces, delays their attack, or forces one enemy forward, direcly into your weapon.

OR:

Buff their killrange while increasing the explosion delay, add manual arming and higher visibility of the mine.
Like this you can cover your back, and gives you enough time to react if an enemy destroys the mine.


(Hundopercent) #43

[QUOTE=Kordin;432365]So u think its good how it works at the moment? Engi runs into a room, throws a mine down and starts running and jumping around his mine. Which leads most of the time in kills for the engi even though he get killed during the fire fight.

I dont think that this is the way how mines should be used. Mines are a defensive tool which helps u covering strategic important ways or saves u from being backraped. Therefore manuel arming would be ok…[/QUOTE]

Scrimmed on all 4 maps and mines really weren’t an issue at all, the shotgun most definitely was though. The mines did feel a little more offense then defensive but it didn’t feel too crazy. I just think forcing a manual arm time is just adding another pause/slow down that is not needed. You already pause for every action you do in the game, why add another you see what I mean?


(INF3RN0) #44

I think both mines and turrets should be armed before and after an engagement, and definitely not in the middle of it. Every class has a weapon, and mines/turrets are meant to be the extra oomph needed to give themselves the upper hand. This makes more sense when there’s some thought and risk involved.


(OSSi) #45

you’re totally right on this


(Hundopercent) #46

I agree remove mines all together I never liked mines in a game. I’m just trying to work with the ET guys.


(INF3RN0) #47

No one is going to like the idea of a lot of things that will be in the game, so that’s why we need to figure out ways to make them work well. RTCW players aren’t used to mines, ET/ETQW are. Were they OP in ETQW? Not at all. Were they worthless? Not by any means. I won’t dismiss a panzer just because I never played RTCW, even though it’s something I don’t think I would be a fan of at first.


(scre4m.) #48

How about 2 Modes for mines:

either you a mine with MOUSE1 and arm it with your pliers, so you get a mine with the damage as it is now -> enough to kill an enemy
So you have a deffensive mine

OR: you just throw it with MOUSE2 to get a self arming mine with less damage or a longer time between triggering it and exploding, or a smaller explosion radius.
This would be a nice attacking mine, as you maybe would not kill the person who triggers it, but the guy behind him. You wont risk being shot while planting an attacking mine but are still able to built a trap.


(zeroooo) #49

[QUOTE=scre4m.;432508]How about 2 Modes for mines:

either you a mine with MOUSE1 and arm it with your pliers, so you get a mine with the damage as it is now -> enough to kill an enemy
So you have a deffensive mine

OR: you just throw it with MOUSE2 to get a self arming mine with less damage or a longer time between triggering it and exploding, or a smaller explosion radius.
This would be a nice attacking mine, as you maybe would not kill the person who triggers it, but the guy behind him. You wont risk being shot while planting an attacking mine but are still able to built a trap.[/QUOTE]

i think thats a nice idea,

but there have to be optical things than, that you know what kind of mine it is…


(Violator) #50

[QUOTE=Kordin;432365]So u think its good how it works at the moment? Engi runs into a room, throws a mine down and starts running and jumping around his mine. Which leads most of the time in kills for the engi even though he get killed during the fire fight.

I dont think that this is the way how mines should be used. Mines are a defensive tool which helps u covering strategic important ways or saves u from being backraped. Therefore manuel arming would be ok…[/QUOTE]

This.

I voted for manual arming. Mines should be about defending positions or delaying tactics. Add option to disable or limit numbers for comp, etpro style.


(scre4m.) #51

[QUOTE=zeroooo;432536]i think thats a nice idea,

but there have to be optical things than, that you know what kind of mine it is…[/QUOTE]

defensive mines could be slightly bigger and more obvious, as they do more damage, while the attacking self-arming mines could be a little less obvious, so you can hide them a little better.


(Hundopercent) #52

[QUOTE=scre4m.;432508]How about 2 Modes for mines:

either you a mine with MOUSE1 and arm it with your pliers, so you get a mine with the damage as it is now -> enough to kill an enemy
So you have a deffensive mine

OR: you just throw it with MOUSE2 to get a self arming mine with less damage or a longer time between triggering it and exploding, or a smaller explosion radius.
This would be a nice attacking mine, as you maybe would not kill the person who triggers it, but the guy behind him. You wont risk being shot while planting an attacking mine but are still able to built a trap.[/QUOTE]

That would be a good way of pleasing both crowds I think. I don’t think their should be a visual difference, the mentality is still the same, don’t step on a mine! =P


(scre4m.) #53

depends on how exactly self-arming mines work. If it’s only a damage difference, for sure: don’t step on them.
But if the time between triggering a mine and the explosion is longer for self-armed mines you could just ‘disarm’ self-arming mines by running on the mine and around a corner ( much easier than this is now ).
So if you don’t get the information what kind of mine it is, stepping on it, would be some sort of ‘russian roulette’


(rookie1) #54

[QUOTE=scre4m.;432508]How about 2 Modes for mines:

either you a mine with MOUSE1 and arm it with your pliers, so you get a mine with the damage as it is now -> enough to kill an enemy
So you have a deffensive mine

OR: you just throw it with MOUSE2 to get a self arming mine with less damage or a longer time between triggering it and exploding, or a smaller explosion radius.
This would be a nice attacking mine, as you maybe would not kill the person who triggers it, but the guy behind him. You wont risk being shot while planting an attacking mine but are still able to built a trap.[/QUOTE]
This principle would be a nice compromise
Self Arming = lower damage
Manuel Arming =Full Damage potentiel
I would have time to armed when the situation cool down :slight_smile:


(zeroooo) #55

[QUOTE=scre4m.;432610]depends on how exactly self-arming mines work. If it’s only a damage difference, for sure: don’t step on them.
But if the time between triggering a mine and the explosion is longer for self-armed mines you could just ‘disarm’ self-arming mines by running on the mine and around a corner ( much easier than this is now ).
So if you don’t get the information what kind of mine it is, stepping on it, would be some sort of ‘russian roulette’[/QUOTE]

yep, true!

i think it would be important to know what kind of mine you are triggering…


(scre4m.) #56

[QUOTE=scre4m.;432508]How about 2 Modes for mines:

either you a mine with MOUSE1 and arm it with your pliers, so you get a mine with the damage as it is now -> enough to kill an enemy
So you have a deffensive mine

OR: you just throw it with MOUSE2 to get a self arming mine with less damage or a longer time between triggering it and exploding, or a smaller explosion radius.
This would be a nice attacking mine, as you maybe would not kill the person who triggers it, but the guy behind him. You wont risk being shot while planting an attacking mine but are still able to built a trap.[/QUOTE]

Is this something we could possibly test?
Cause I think it would make the engi with mines a much more enjoyable class.


(iwound) #57

[QUOTE=scre4m.;445718]Is this something we could possibly test?
Cause I think it would make the engi with mines a much more enjoyable class.[/QUOTE]

he has sticky mines. :slight_smile:


(Jamieson) #58

I’d like to see ET style mines (without them being planted underground) where they primed once you had stepped on them. That way as the player you could choose when to step off them (Ideal when lots of enemy players nearby when FF was on) or wait for an engineer to disarm them, regardless mines should need to be armed via pliers.


(RasteRayzeR) #59

I like mines the way they are right now. In DB you don’t really get the luxury to have time to arm a mine because the action is much more intense around the objectives than it was in W:ET or ET:QW. I guess I would rage a lot as Proxi if I get shot everytime I try to arm my mine, which I know is exactly what will happen :wink:

So maybe we could make the self-arming mine a reward in the progression’s skill tree of the engineer ?


(scre4m.) #60

[QUOTE=RasteRayzeR;445744] In DB you don’t really get the luxury to have time to arm a mine because the action is much more intense around the objectives than it was in W:ET or ET:QW. I guess I would rage a lot as Proxi if I get shot everytime I try to arm my mine, which I know is exactly what will happen :wink:
[/QUOTE]

Thats exactly what I mean. You have to know what you are doing when you are arming a mine. So you could gain a more powerful mine at cost of vulnerability while arming.
So it’s up to the player whether he arms his mine or throws a self-arming one.