Mines

im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
<div class="IPBDescription">1.04 counters vs. 1.1 counters</div> It seems to me that the point is for mines to be viable until the aliens have 2 hives. In 1.04, aliens got fades at 2 hives, and could easily blow up mines at that point. Even if 1 hive was killed, it still isn't worthwhile to put down mines, because a leftover fade could still spray acid rocket and set them off.

In 1.1, 2 hives is still good for clearing mines. Metabolism is the only non-suicidal way to kill mines quickly (you could also use regen on an onos or fade, but that takes a while). However, this isn't quite as good as 1.04 counters. First, the fade has to actually run to the mines rather than shoot them from a distance. Second, if the aliens lose a hive, they lose their mine counter.

Comments

  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    I think there should be some sort of compromise between 1.04 and the suggested 1.1. Mines in 1.04 became totally useless after 2 hives, and it seems like in 1.1 they will be far too effective, as in it has no counters. I think mines should be able to be blown up, but one at a time.

    As a suggestion, I think the gorge should become the official mine counter. Gorge spit can blow up mines 1 at a time, and bile bomb can blow them all up together. No other class can damage mines at all. This could limit their effectiveness while not render them useless. Although its just my opinion.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    edited June 2003
    <!--QuoteBegin--Keyser59+Jun 2 2003, 01:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Keyser59 @ Jun 2 2003, 01:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As a suggestion, I think the gorge should become the official mine counter. Gorge spit can blow up mines 1 at a time, and bile bomb can blow them all up together. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Bile bomb would still make mines virtually useless at the second hive, due to its massive blast radius. I think it would make most sense to have the aliens have their counter to mines simply become easier and require less risk as they tech up.

    -At one hive, the aliens only have spit. It requires careful aim at longer ranges, can only blow up one mine at a time, and requires the weak gorge to expose himself to hostile fire.

    -At two hives, the aliens have metabolize. Although great for destroying stacks of mines, it requires the fade to wade into the minefield by himself and expose himself to fire. There's also the risk of him mis-timing the metabolize usage, instantly turning him into a green smear on the ceiling.

    -At three hives, the aliens have acid rocket. It destroys mines en masse like in 1.04, requiring a minimal amount of exposure by the fade. Doesn't it make sense that a top-tier ability would easily counter a bottom-tier weapon that can be easily spammed in the first 15 seconds of the game? Bile bomb tears turret farms to shreds, and the tech difference between those two is considerably smaller.
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    I agree, only I think that skulk suicide should be the only counter @ one hive.. thus aliens have even more an incentive to get 2 hives. *spit shouldn't set off mines.. since it's such a lowyield weapon, and it's got no projectile to it, so there's nothing for the mines to "detect" and explode over*

    also, keep in mind that mines aren't trip anymore, they are proximity. It's much easier to slip past a proximity than it is a trip mine.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    I seem to remember a post somewhere that the ability to shoot mines (spit, acid, etc) is being removed altogether because of some technical difficulty.

    unfortunately I am simply too lazy to use the search function right now ^_^
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Yeah.. it's in the 1.1j changelog, <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=33545' target='_blank'>here</a>. It says,
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Backed out mine-can-be-killed change. There are engine problems with this, and will have to be addressed another way if it's still a problem.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    So, yeah, engine problems. Too bad, too.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Mines can't be damaged to get rid of them, and acid rocket no longer sets them off.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--Macguyvok+Jun 2 2003, 03:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Macguyvok @ Jun 2 2003, 03:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Backed out mine-can-be-killed change. There are engine problems with this, and will have to be addressed another way if it's still a problem.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think that only refers to the "mines acting as structures" change. In the previous build mines could be damaged by any attack, exploding once they took 150 damage. My suggestion would make them function exactly as they do in 1.04 (minus teamdamage). Because acid rocket is a 3rd hive ability now, it would be balanced as a powerful minesweeper.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I don't think they want spit to be able to kill mines, so it had to be changed somehow.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    In 1.04 if u use spores, and set your crosshair over the mine and fire, it detonates them, any word of this in 1.1?
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    I thought bile bomb was the gorge's 3 hive ability, as a replacement for babbler. Suppose not.
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    <!--QuoteBegin--Keyser59+Jun 2 2003, 11:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Keyser59 @ Jun 2 2003, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I thought bile bomb was the gorge's 3 hive ability, as a replacement for babbler. Suppose not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No Bile is 2nd and Web is 3rd.....
  • Brad_RBrad_R pandas | brad Join Date: 2002-11-12 Member: 8273Members, Constellation
    Bile bomb.
    2nd hive.
    Blows mines.
    That is all.
  • ZeoZeo Join Date: 2003-02-07 Member: 13224Members
    Personally I dont think the fade should be able to counter mines at all. At two hives the Lerk should have the abillity and be called in by a teammate when appropriate. In armies around the world, what happens when you stuble across a (suspected) minefield? You call in the engineers right? The Lerk is already a kick **** support unit with Umbra; giving it the minesweeper ability and taking it away from the Fade should boost better partnerships between these two units. Just my $0.02 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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