Should Proxy Mines be Nerfed?


(LifeupOmega) #21

Oh, so it isn’t just me? I’ve seriously considered ripping out my Xonar DX to check if on the integrated Realtek card mines will always emit noise.[/quote]

Yep. The way the sound system in the game works is frustrating, some overlapping sounds will cancel one or the other out, leading to silent airstrikes and mines that never beep.


(Orivar) #22

Just remove her from the game…


(JJMAJR) #23

By your logic, remove…

Rhino
Proxy
Phantom
Bushwhacker
Anything that breathes air

Hell, just remove air.


(LMuerteMan) #24

[quote=“Nail;193671”]LOL, I come from W:ET where engis had 10 invisible mines and 9 rifle grenades, 4 frag grenades and everyone still played medic and spammed for ammo constantly

we also had 64 player true chaos servers[/quote]

I also come from ET and let me remind you that mines were only allowed to be plant in some areas of the map, Field ops could spot them, covers could see them, other engees could defuse them It was a lot diferent. Main reason I like DB is because it reminds me of that Incredeble ET game


(Szakalot) #25

mines are fine.

moving on


(Orivar) #26

By your logic, remove…

Rhino
Proxy
Phantom
Bushwhacker
Anything that breathes air

Hell, just remove air.[/quote]

Dont remove Bushwhacker please. Only remove him when he will get a turret buff.

Thanks bro :wink:


(Tanker_Ray) #27

She is way too depending on that thing.

Seriously, whether you are noob proxy or pro, all those fxcking Proxies who always detonates their own mine right after placing it.

It is your fault to let her closing in? Come on.

We know flanking is such a piece of cake in this game.

That immediate mine explosion which is much stronger, blows faster than Fragger’s pineapple is definitely a problem.

It is no longer a MINE. It’s like C4 in BF.

Even fletcher requires lots of skill when Proxy is just able to spam the whole thing which regenerates in 20 sec. SAME AS ARTY’s artillery strike.

[b]Besides the mine’s firepower, 30 sec -> 25 sec -> 20 sec buff was WAY TOO STEEP.

What Proxy’s mine need is add its own invincible time that Proxy can’t shoot the thing without placing it, and wait for it to activate.[/b]

This fxcking manual mine blow up thing is worse than fletcher’s old stickies. Even I was able to do it so easily and successful that I could blow up the whole enemies with H11 Proxy, and I didn’t even played her before. That’s how easy the mine shooting Claymore is.

Why isn’t she included in Assault when she can blow up full HP Thunder without ANY effort.

I know she is glass cannon and she is quite easily countered with PDP, but come on. Her mine is no longer working as ‘MINE’.


(Orivar) #28

[quote=“THUNDA;195717”]She is way too depending on that thing.

Seriously, whether you are noob proxy or pro, all those fxcking Proxies who always detonates their own mine right after placing it.

It is your fault to let her closing in? Come on.

We know flanking is such a piece of cake in this game.

That immediate mine explosion which is much stronger, blows faster than Fragger’s pineapple is definitely a problem.

It is no longer a MINE. It’s like C4 in BF.

Even fletcher requires lots of skill when Proxy is just able to spam the whole thing which regenerates in 20 sec. SAME AS ARTY’s artillery strike.

[b]Besides the mine’s firepower, 30 sec -> 25 sec -> 20 sec buff was WAY TOO STEEP.

What Proxy’s mine need is add its own invincible time that Proxy can’t shoot the thing without placing it, and wait for it to activate.[/b]

This fxcking manual mine blow up thing is worse than fletcher’s old stickies. Even I was able to do it so easily and successful that I could blow up the whole enemies with H11 Proxy, and I didn’t even played her before. That’s how easy the mine shooting Claymore is.

Why isn’t she included in Assault when she can blow up full HP Thunder without ANY effort.

I know she is glass cannon and she is quite easily countered with PDP, but come on. Her mine is no longer working as ‘MINE’.

[/quote]

You are right :wink:

I think her mines cooldown needs to be 22 seconds and it will do 25% damage before it is armed. But who will listen to me right?


(Tanker_Ray) #29

@AnotherGuy

22 sec is still hella short. But you need to consider she is quite weak at high-level games where everyone is skilled enough to block her flanking strats.

Mines are fine if its working as proper mines.

The problem is that insta manul blow up is almost uncounterable.

How the fuck is that a mine when she acts like insta Fragger, or much faster and powerful Fletcher. How is she a damn engineer that blows up full HP Assault with it.

Other than this, I’m ok with her.

Even if the mines are un-shootable before activated, I can still imagine those Proxy’s shxtty ass play : You deploy your mine at certain route, WAIT until enemy approaches, and shoot your own mine from far away when random guys pass beside.

Such a dxck play.


(Szakalot) #30

i like it, proxy has to often expose herself a lot in order to place a mine.

for everytime i get blown by surprise proxy mines i get 5kills from proxies that were helplessly aiming at a mine which im already nowhere near of


(JJMAJR) #31

By your logic, remove…

Rhino
Proxy
Phantom
Bushwhacker
Anything that breathes air

Hell, just remove air.[/quote]

Dont remove Bushwhacker please. Only remove him when he will get a turret buff.

Thanks bro :wink: [/quote]

Why do you not want Bushwhacker’s turret buffed? It’s garbage without Lock-On, and even still.

[quote=“THUNDA;195717”]She is way too depending on that thing.

Seriously, whether you are noob proxy or pro, all those fxcking Proxies who always detonates their own mine right after placing it.

It is your fault to let her closing in? Come on.

We know flanking is such a piece of cake in this game.

That immediate mine explosion which is much stronger, blows faster than Fragger’s pineapple is definitely a problem.

It is no longer a MINE. It’s like C4 in BF.

Even fletcher requires lots of skill when Proxy is just able to spam the whole thing which regenerates in 20 sec. SAME AS ARTY’s artillery strike.

[b]Besides the mine’s firepower, 30 sec -> 25 sec -> 20 sec buff was WAY TOO STEEP.

What Proxy’s mine need is add its own invincible time that Proxy can’t shoot the thing without placing it, and wait for it to activate.[/b]

This fxcking manual mine blow up thing is worse than fletcher’s old stickies. Even I was able to do it so easily and successful that I could blow up the whole enemies with H11 Proxy, and I didn’t even played her before. That’s how easy the mine shooting Claymore is.

Why isn’t she included in Assault when she can blow up full HP Thunder without ANY effort.

I know she is glass cannon and she is quite easily countered with PDP, but come on. Her mine is no longer working as ‘MINE’.

[/quote]
Try playing Proxy when all she could do is lay down mines, and not blow them up by shooting them. You know, against people of your level.

Then, start questioning whether or not removing the Pizza Delivery strategy (without finding another way to buff Proxy) is a smart idea.


(Apofenas) #32

If you get flanked by Proxy and get blown by mine, than that Proxy doesn’t know how to play. For the time needed to plant and shoot the mine, Proxy can make 2 shots with shotgun and that’s letal even for mentioned Thunder. Just plant that mine on his lying body and get another kill from medic.

No real need to waste a mine unless there are multiple targets standing close to each other and being blind enough to let you plant a mine right between them to blow them all - but that’s a formula for Arty/Fragger/Nader/Kira/Stoker multikill any way. Which gets us back to the argument where Proxy needs to get close to the target throw and detonate and not die in process, while Arty may just summon the arty off the wall near victims and not be seen at all.

Sure, i would like mines to work as mine traps. Mine traps are absurdly OP against low lvl unexperienced players, but they just DON’T WORK against experienced players, especially ones who have Bomb Squad load outs.

Manual detonation is by far the best way to kill such players with mine and only one to kill Phantom who now disables mines.


(Tanker_Ray) #33

@JJMAJR @Apofenas

I clearly know her limit as level 108, well known player in Asia server.

But what you guys are forgetting is engineers are SUPPOSED to be DEFENSIVE.

Not some explosives you need to break through enemy defense line by engineer YOURSELF.

That’s Fragger/Nader’s work, not Fletcher and Proxy.

The reason why I’m emphasizing this is because justifying ‘Proxy/Fletcher having those explosion/offensive play potentials are right!’ will never explain why Bushwhacker having absolutely NONE of the possibility to use him as offensive role. Just like you never pick Rhino at Chapel Attacker third phase.

I understand Proxy has her limit very hard against players like me who instantly shoots their head with PDP, but desiring fire powers to become a omni-purpose merc is such a horrible thing when you consider this game is team-play game.

Wiping out healing stations, defense line is job for Assaults, NOT proxy, or other engineers.

Even Stoker that works very Assault-ish isn’t THAT much powerful when breaking through defense lines, because he’s got that super long CD.

That was why Fletcher was always considered OP, because he just did the whole thing by himself. Killing/Bombing/Close range fight/superior secondary/C4 planting.

Just think about why Mines,Turrets,and even Sticky bombs are considered as

‘Auto Defense systems’.

this is why all three engineers’ skills are all able to be disabled by EMP.

This is why they make their own noises to warn the attacking enemies.

Considering Proxy is breaking her own limit by manual detonation, Fletcher having ultimate potential with his stickies, then what do Bush have??? Nothing explains this right now, unless SD is insane enough to give Bush another damn explosive like those two.

Turtle is even worse since his ability is pure 100% defensive skill.

Who’s gonna use those two when fletcher/proxy is able to blow up the whole thing.

Those skills are meant to defend your base/C4, not to blow up someone that has to be stronger than you. Think about why engineers are most powerful at C4 maps.

Mine has 4.8m explosion radius which is wider than pineapple’s 4.4m, has 180 dmg that isn’t nerfed at all, accumulates max 2 mines within insanely short 20 sec CD.

Do you really think this is deserved firepower just for her?

Sd has to find the way to stop that manual blow up thing, but I agree that mine needs buff with other ways.


(Tanker_Ray) #34

Umbi is best Proxy player I know in Asia server,

and look how he just destroys Sawbonez at 4:12.

Spamming two mines in a row, eventhough that Sawbonez removed the first mine.

Do you guys HONESTLY think this is balanced???


(Apofenas) #35

That was a good trap. So what? Fletcher, Stoker and may be Kira could create similiar insta-kill traps in that place. May be it is even possible to throw ammo pack as Arty on stairs and spam “Ammo!” in quick chat to watch if that ammo pack icon disappears and call an arty strike on door exit.

Arty is not assault, apart from Stoker he has same CD as mines and is extremely strong at wiping out healing stations. Is he considered overused? or may be overpowered? lol

There is no distribution on which class should focus on attack and which on defence, which should be focused on long range and which on close range. It is all inside the merc concept.

Fragger and Thunder can potentially outshoot snipers with burst rifles. Does this (specific argument) mean Nader and Rhino are inferior to them with their SMG/Shotgun? No, because they have diferent concept and have advantages elsewhere. Same with Bush. He has better weapons and ability that suits better for defending c4.

There is not enough info to judge, but i have a feeling Turtle will come with either BR-16 or with some new unique weapon that will give him advantage over other engineers. Also having something between you and your enemies when you plant/disarm is a very usefull ability. Lol i wonder if SD make his wall to stop EV like barrikade on Bridge and people like you will whine that he isn’t fire support merc so it’s not his job to stop EV.


(JJMAJR) #36

I thought of some changes that I think could work.

Increased the mine’s casting delay, but give a stronger defensive ability like a razorwire fence.

The fence blocks mobility and deals damage to anyone that tries killing it with melee weapons. Allied fences can be opened using the action key, and open like sliding doors. Closing them is a similar matter but the place where it’s activated is the posts.

The setup for the fence basically has Proxy place one of the posts as the starting point, and has to move to where the other post should be. This takes advantage of her mobility.

Finally, shooting the posts themselves would be like landing headshots, dealing double damage. Using a melee attack on the posts would not damage the assailant.

Places it should be able to cover include Bridge’s secondary objective, Underground’s door, Overground’s choke points.


(Dysfnal) #37

Only read the title.
Yes.


(SweetGenocide) #38

The pancakes are too strong, maybe add atleast a nerf that would like… Reduce the damage of the pancake when it’s not armed yet, or something like that.


(BananaSlug) #39

just get rid of that lock on :c


(JJMAJR) #40

@THUNDA is complaining about the fact that Proxy’s only advantages are offensive. Lock-On isn’t even part of that equation.

And yes, on that point I agree with him. I’m just sucking it up because Proxy’s completely useless otherwise.