Proxy is nearly awesome.


(Glottis-3D) #41

in current state of most maps (2-3 tiny routes) mines are somewhat annoying.
i do not like neither when i play mines, nor when i play against mines.
and in ETQW i remember mines indoors (3 max for a team in promode) being very fun and interesting both using them and countering them.
this was because of many things involved.
-2 types of arming - insta laser mines and proximity mines.
-you could plant mines on everything - walls, doors, objects
-everyone had nades
-lots of routes to cover. mines were more of a alarm-tool.
-no auto arming. any auto ability leads to idiotic spam in DB, i am not sure why, but thats a fact.

what i think mines should be played like is - mostly an alarm tool, but also with oportunity of a surprise kill. not spam kill, but a ‘haha i tricked you!’ kill.
so for this to happen we need

-maps to be less chaotic, with much much better frontlines, and more routes - both thick and thin.
-diferent mechanics for mines so that it is less boring, and more demanding. wallplanting, laser mines, spider mines etc.
-counters. be that nades (OMG PLZ YES), or something else - spotting, smelling, licking. i personally think unlike Evolve, DB is far more fast game and spotting mines will be another boring unnecesary stuff. my vote goes for nades.

and also remember. in ETQW and ET engies were the object class. everyone wanted to kill them. so it was logical for them to have a clearly OP tool like mines. in DB anyone can do anything. so it is very questionable why we even have turrets and mines so over Powered.


(montheponies) #42

I think that’s absolutely sound - i just took it from one of your posts that you were more advocating a very distinct and skill based counter that was limited to particular mercs only. Carry on :slight_smile:


(Szakalot) #43

As far as I recall, only spotted mines would blow up from explosives in W:ET.

Surely Glottis you don’t propose changing the whole game to suit the mines? Sounds like you just want to play QW2 : )

I agree that mines are spammy at the moment, arming would be nice; but then we also need to see some change compared to how they work now. I do not think this game can handle spotting, etc. its just too fast; too TF-tressy.


(Glottis-3D) #44

[QUOTE=Szakalot;513870]As far as I recall, only spotted mines would blow up from explosives in W:ET.

Surely Glottis you don’t propose changing the whole game to suit the mines? Sounds like you just want to play QW2 : )

I agree that mines are spammy at the moment, arming would be nice; but then we also need to see some change compared to how they work now. I do not think this game can handle spotting, etc. its just too fast; too TF-tressy.[/QUOTE]
maps will be changed anyway. so that is like 80% of a game. =)


(prophett) #45

My issue was more with her having an OP primary, the best secondary, and auto-arming mines to boot.

Should take away her secondary and replace it with the **** Vasilli got.


(Glottis-3D) #46

she does have a great secondary. and i like that tbh.
i suggest to nerf her primary instead. and go with manual armed mines.


(spookify) #47

WHY DIDNT SD USE SLUGS!!!

Sort of like the Rnade in ET…

Would have been a lot easier to balance… Basically change the ROF…


(Sun_Sheng) #48

I can’t understand for the life of me why mines should be detectable in any way really. For the sake of gameplay I can understand them being spotted by a Vassilli character, but the idea that you would introduce mines to a game, then give everyone an ability whereby they would know where they are and could then destroy them or ignore them and walk past, it just baffles me. At this rate we’ll have a “Danger: Low Flying Aircraft” sign pop up and a Health and Safety guy walk round handing out helmets every time someone calls in an airstrike. :o


(prophett) #49

Nerf primary or remove secondary please (give her the same pea-shooter Vasilli has). Give the best primary in the game to a weaker merc).


(Glottis-3D) #50

they did nerf her secondary. any more nerf and its useless.

and they made some changes to Primary nostly they buffed shotguns.
reduced DMG, but increased range, and reduced shot interval, and increased HS multi


(xdc) #51

rhino, proxy, aura, fletcher (4 shottys) is too much, imo.

it would be nice to see more weapon diversity, such as a fast projectile weapon with rapid firerate, such as a plasma rifle, or a chaingun, (rocket and naders nades are slow projectile weapons)

shotguns are unappealing to gameplay


(tokamak) #52

Rhino’s shotgun should go anyway. It pollutes his role and gets in the way of further deepening it.


(jazevec) #53

I can’t help but notice Fletcher is a very spammy merc. In theory he can set up traps, but can it make him a better defender than Proxy with mines or Bushwacker with the turret ??? He must watch the trap the whole time ! And it takes a while to set up compared to turret or mines. This makes him worse on offense than Proxy and Bushwacker. His ability sound cool on paper, but just ends up a spammy merc for people who can’t cook grenades. He can counter defensive Aura, I guess.

One trick I found is throwing a sticky on top of a proxy mine. The mine acts as a trigger, sticky is extra payload.

Another use is annoying Proxy and Aura. If you put 3 mines in the open but a fair distance apart, they will need 3 shotgun shots to destroy them. And it has a 5 round magazine.