A Trick To Using Mines

ATG-GaMMoRiNATG-GaMMoRiN Join Date: 2003-10-10 Member: 21572Members
edited October 2003 in Frontiersmen Strategy
<div class="IPBDescription">gorges beware</div> ok , im pretty new to these forums. I think i should get started


I've discovered a trick of using mines against gorges and RTs. If you stack mines ON the hole of the Resource Nozzle , when gorge build an RT. The mines go boom , if the gorge is near enough , the blast radius will kill him. Ok here's some experiments i did.

5 mines - Enough to kill gorge and hurt the unbuilt RT

8 mines - Enough to kill gorge AND the unbuilt RT

I haven tried using it in public but i know the disadvantages are pretty obvious. Skulks can run over them , wasting the mines. Mines are expensive .But the advantage is , the gorge will die before they know what hit them and if enough mines are planted , the gorge's 15 res will be wasted.

Some of you might think "this is a joke , i could easily spot mines if they were planted on RT nozzles" but hey , do you actually inspect an RT nozzle before dropping an RT??

The best RT to rig with stacked mines are those in dark areas and in depressed areas. (e.g PowerSub RT in ns_eclipse )

Comments please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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Comments

  • CombatJoeCombatJoe Join Date: 2003-09-11 Member: 20768Members
    Sounds like it could be a practical tactic to slow down the aliens in the early game. I imagine two marines, each with a pack of mines, go off and set the mines up at two rez nodes that are too far for the marines to take early on, the two stay together, one sets up the mines while the other covers, then they move on to the next node and they swap roles, and then once they're done they can start putting pressure on the aliens, meanwhile, the rest of the marine team proceeds as normal.

    I really want to see more strategies using mines, I liked how they were really really usefull in 1.04, but now it seems they're just too expensive.

    But yeah, i like this idea, two marines go off and try to deny the aliens two or more rez nodes. even if they fail, the team doesn't lose that much rez, and that's a little more pressure taken off the main force that is advancing and taking nodes steadily. Once they've placed their mines they start pressuring the aliens.

    Maybe lower mine cost to 5? If that makes mines too powerful, then reduce their damage by 20% or so. They should be a cheap, quick, and reliable early game weapon against smaller hive 1 evolutions.

    Post your mine strategies and patch suggestions people! lets get this thread rolling and perhaps the kind and generous mod team will take note
  • LachdananLachdanan Join Date: 2003-06-04 Member: 16995Members, Constellation, Reinforced - Onos
    i like mines and their cost shows their power

    if u decreas damage it wont be more usefull than a sentr
    and if u decreas cost its the ultimate most dropped weapon, cause 5 aliens die in the time 5 marines put each 5 mines on the wall

    and if u need a weapon vs lower alienlifeforms, whoohaaa look at ur hand and u find a 500 dmg/clip weapon which can be upgraded

    so in evry 2nd game i command and where i can hold my rts with some soldiers ninjaing, i put out several pack of mines, same jp > ha and hmg < wu3

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
  • CombatJoeCombatJoe Join Date: 2003-09-11 Member: 20768Members
    edited October 2003
    i'm talking about public servers, i rarely get more than a couple marines of ninja quality.

    I disagree on a few things. lowering the cost of mines would not make them too powerful, and lowering the damage a little would not make them useless or un-effective. i don't expect them to be a good weapon against fades or lerks or hive 2 and 3 gorges, they just need to help against early lifeforms like skulks, they don't need that much firepower for that. It SHOULD take a lot of them to kill an expensive evolution like an onos, not something like 10. Again, i want to see them used a lot in the early game. Kamikazee skulks can slowly destroy them, they shouldn't cost more than 5 or 6 for a pack.

    I hear about a lot of nice strategies using mines, like backing up away from aliens while dropping them, things like that require a good marine, and also a commander that knows it. On a pub you're playing with people you usually don't know. I don't know if a guy is good so at the start of the game if he says to drop him a pack i'd probably say no, since they aren't cheap enough to be able to waste on nub marines. In a clan game, where you know they'l be put to good use, sure, drop a few packs. Not on a pub, if the cost was dropped to 5 i wouldn't be as worried about them going to waste.

    So again, dropping the cost to 5 or 6 does NOT mean that aliens will see mines covering every surface of the game, it means you'll see marines actually using them to secure locations early on, when they make a real difference. Elec'd RT or 3+ packs of mines? Again, you need to have marines that you know can use em right.

    added:

    and yes, the lmg is great against skulks, but if you've EVER played on a pub then you should know how hard it is to convince two or more marines that sitting on that rez tower for an indefinite amount of time is a fun way to play. Let the mines do the guarding so your pub marines can move on.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    I think this is a reason mines should remain the same price.

    This seems like an evil and fun thing to do. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> But I can't really see it being used much as if you see an empty resource nozzle you usually build it.
  • DrunkenSailorDrunkenSailor Join Date: 2003-07-01 Member: 17826Members, Constellation
    I would love to try this.

    I would also love to have an extra 10-20 res in the early game. Not sure it's worth it when you need that res for more nodes, electrification, or shotguns.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Spending all that res for an entire pack of mines or more to MAYBE kill a gorge and an rt is silly.

    It's barely worth dropping 2 mines (it takes at least 2 to kill a gorge). More than that in one place usually just means a really splatted skulk.

    Besides, even if the gorge does drop the rt and dies, it will take such a rediculously long time before it builds on its own that it won't really matter much.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Hey sounds good to me, only problem is you can only carry 5 mines :/. But, like was previouly stated, if you worked in twos.... Keep in mind you aren't only killing the 15 resources for the RT, if you get the gorge, you just killed 25 of his res, a quarter of all he can have total.
  • CypherCypher Join Date: 2003-03-16 Member: 14579Members
    ....couldnt you just build the RT?

    and I doubt this would be successful because...

    good gorges tend to have binds so they build the RT from a ways away, rather then getting right beside it...

    and nub gorges tend to get right up close to it, and look strait at it, you'd have to be blind not to see the mines..
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    i was considering something like this for a clan strategy today, so boy was I surprised to see your post about it. I never figured out how exactly to place the mines, but this solves my problem. Yes, this would be a devestating tactic as it is a cheap easy way to prevent aliens from getting too much res, if you can have a friend do it right in a game. Otherwise, try getting the comm to drop you some mines and if you're a good shot, travel to resnodes and place the mines.

    Gotta try this in a clan scrim someday...
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Clanners would be FAR more likely to spot the mines and ask a 0 res skulk to waste a 10 res pack of mines.
  • ATG-GaMMoRiNATG-GaMMoRiN Join Date: 2003-10-10 Member: 21572Members
    edited October 2003
    Wow , thanks for the replies. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    More tests :

    I have tested the blast radius of stacked mines and the building range between the RT and the gorge.
    the gorge will be unharmed only if it builds at the very edge of the building range. If the gorge's steps are not
    precise , the gorge will be killed by the blast radius. The difference of one step can mean surviving the explosion
    and getting killed as the damage of the blast radius is tremedous.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Skulk can rush the mine.

    Gorge can BB it.


    Its a nice idea but of limited use - once you catch one gorge with it, the whole team will know. And thats if you're lucky, because usually the gorge will spot it, if he has any wit.





    Nice in theory, but in execution rather flawed.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    sounds good, I also like mining up enemy movement chambers, but thats just cause im sick ;p

    Congrats on the "first useful thread Ive read in this forum in over 6 months".
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin--Necrosis+Oct 11 2003, 02:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 11 2003, 02:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulk can rush the mine.

    Gorge can BB it.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thats the point, you cant really see the mines, I think they go underneath the nozzle? And besides, *no one* uses it so every now and then its bound to work.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Yes, its bound to work *once* then skulks will run over every rt node and at 2nd hive gorges will bilebomb them.


    Great on pubs or uncommunicative alien teams though.
  • ATG-GaMMoRiNATG-GaMMoRiN Join Date: 2003-10-10 Member: 21572Members
    <!--QuoteBegin--ZiGGY^+Oct 11 2003, 09:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Oct 11 2003, 09:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->sounds good, I also like mining up enemy movement chambers, but thats just cause im sick ;p <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->



    That's brilliant!!!!!!



    -----------------------------------------

    Ok , i tried in public games today. I requested for 2 pack of mine , together with my buddy. We went to an RT near alien's main hive , luckily it was vacant. Majority of aliens were vets. Less than one minute , one vet died and wasted 15 resource <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> , he was like " WTH!!!!". When marine got a stable flow of resource , i again ask comm for 2 pack of mines. With my buddy , we went to an RT nozzle which was recently taken down. Planted mines , and left the area as quickly as we can. This time , 3 aliens got killed, apparently skulks went to gorge for healing and the gorge dropped the RT. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    Ok , so has anyone tried it yet???
  • LachdananLachdanan Join Date: 2003-06-04 Member: 16995Members, Constellation, Reinforced - Onos
    Just a look from a Skulk:

    Ok, marines are silly enought too build double res with 3 rines-->> rush in
    Failed, they put a tf with 3 sentrs up,1 marine in guarding -->> rush in
    Failed, they put a phasegate -->> rush in with another skulk
    Failed, they put 1 pack of mines between the buildings -->> ok onos,gorg,lerk i need ur help, i cant dodge sentrs,marines and mines a the same time

    Just to say when i pupcomming i secure double res with 3 sentrs pg and 2 marines and the only alien who is able to kill something is a onos, so by the time a STANDARD comm puts up his 30 sentrs(150dmg/max to onos) and then get a thought about mining up, aliens get 5 oni
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    <!--QuoteBegin---=ATG=- GaMMoRiN+Oct 10 2003, 08:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-=ATG=- GaMMoRiN @ Oct 10 2003, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the gorge will die before they know what hit them and if enough mines are planted , the gorge's 15 res will be wasted. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Plus the 10 res for the gorge itself. So 25 res total. How much res do mines cost? We should see what the net gain is.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited October 2003
    <!--QuoteBegin--Necrosis+Oct 11 2003, 03:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 11 2003, 03:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, its bound to work *once* then skulks will run over every rt node and at 2nd hive gorges will bilebomb them.


    Great on pubs or uncommunicative alien teams though. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    well if you want to leave a map segment a nomans land for whatever strategic reason then its gonna have an impact, I really like the idea of course you wont mine *every* res node but youd mine 1 or 2 so you make a difference.

    [edit] I guess what Im trying to say is, its powerful enough to be used occasionally to catch your opponents off guard and provides a lovely little niche to any battle plan [/edit]
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    I just went and tested this on ns_nothing. Dropped an armory next to the marine start node, recycled the node, dropped two packs of mines, dropped ten right on the nozzle, and the mines were VERY obvious. However, I come over as a gorge, and for those of you who think l337 players will just drop the node from far away, it doesn't work. When you drop the node, BOOM, node and you go bye bye. Really, its a good way to keep gorges from building on that node, BUT, it won't matter as they can call in a skulk to come blow up all 10 mines.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Mines are a nice way of keeping stray skulks from working their way into places they shouldn't be. They also make holding an area a lot easier. Let's make up a random example here. Generator, ns_nothing. A couple marines rush there early game. Usually, com drops TF, 4 turrets. How is this different from dropping armory + 4 stacks of mines? The one key difference is that sometimes, you'll end up with totally nub marines who STILL don't understand that mines kill marines, and he drops them right next to the armory. However, consider what would happen with, say, 20 mines, well placed by marines who have a clue? You only need one mine to take down a skulk, and if you space them out on the floor, you have a very very nice rush deterant. This would allow marines to pick off skulks that make it by, and keep a lot of skulk rushing from ever happening. Mines buy you time. How often have we seen the repeated rushes on a marine foothold in Generator take down a TF and 3 marines? It happens more than is comfortable. Mines make a nice "Yo back up off me dawg" weapon. They cost as little as a turret, but can account for up to five instant skulk kills each, provided they are placed in such a way as to prevent them from all blowing up at the same time. It takes some careful planning to place mines correctly, for maximum effect, but when you have a team that can do it, it's really, REALLY annoying.

    So don't expect to see them in pubs until they are as user friendly as they were in 1.04. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    edited October 2003
    Actually, if you take this into account, most gorges won't expect 10 mines to be in the same place...

    SO! What do you do? Lay an Onos trap there. The gorge will go, "Oh look, it's a mine, I have 150 HP and so much armor, I can surive the blast." He doesn't call over the skulk....and then BOOM!!!!

    After that, even if that gorge won't fall for it again, hopefully another gorge will <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->


    edit-took something out that was off topic.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Recycling a building with mines on it causes them to blow up? Interesting. I will have to remember that as an alien.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    16 packs of mines will kill a hive. Get sixteen jetpacks to rush in. Been done, funny. Must...watch...

    lol

    Good strat.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    16 mines or 16 packs of mines? Thats insane, no comm would use up all that res for so many mines... and how do you expect to set them off?
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Bigger question : how do you GET the 16 jetpackers in the first place?
  • ATG-GaMMoRiNATG-GaMMoRiN Join Date: 2003-10-10 Member: 21572Members
    ok , let me get this straight. You dont have to stack 10 mines on the RT in order to kill the gorge and the unbuilt , 8 mines is the exact amount. The remaining 2 mines can be used for other purposes.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Ok just tried it and its not too obvious if you place the mines underneath the little pipe/wire thing on the nozzle.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Also if you dont place the mines on the central nozzle it is possible to hide over 70% of the mine using the nozzle.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    and then with a little practice... its gets pretty well disguised
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