Mines
im_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.
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
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.
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.
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.
unfortunately I am simply too lazy to use the search function right now ^_^
<!--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.
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.
No Bile is 2nd and Web is 3rd.....
2nd hive.
Blows mines.
That is all.