The New Mines

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Comments

  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    I don't see a problem with mines in Natural Selection. You didn't seriously expect the mines to pay for themselves did you? Why would anyone even bothering building turrets in Natural Selection if they were suppose to pay for themselves. Turrets kills don't occur often, and when they do, they are usually in the beginning of the game and against weak lifeforms.

    You place turrets the same reason why you place mines: to protect your more important investments (ie. MAIN BASE). Just because your mines didn't bring back the amount you paid for them doesn't make them useless. It makes the aliens think twice about attacking; be more careful when maneuvering, etc.

    So chill with this "EVERYTHING IN NATURAL SELECTION IS COST EFFECTIVE, IF IT DOESN'T PAY FOR ITSELF DON'T BUILD IT." Because that isn't the case in all situations.
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    edited March 2004
    Before reading this thread, I thought teams generated resources through those weird locations spread out on each map, called a "resource node", but I guess teams only get resources from mines, turrets, and other offensive tools. What the hell was I thinking?


    Placing a pack of mines wisely will make it well worth the 10 resources you spend on it. 2 packs of mines would be plenty to guard a base at the start of a round, or your resource nodes or other small outposts from skulks. The same 20 resources spent on turrets will get you: 1 tf and 1 sentry.

    Mines also work great for fast defenses against skulks. Place a pack of mines in a vent near your phase outpost you are putting up, and you no longer need to worry about a skulk jumping out of it. Or even just place mines all around the phase gate. The res for kill from mines is just a bonus; the true value from them is the defensive value.

    If you're looking to kill onos or fades with mines, then you're not thinking very clearly. If you're looking to deter skulks and possibly weaken fades, and even onos to an extent, so (the most important part here:) <i>your marines can kill them</i>, then mines work perfectly.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    Well, thats what you all say is what i want to archieve!
    But the point is, the mines go rarely off!
    in our last war we had 2 packs of mines spread through our platform in eclispe start.
    Well an skulk came, i got out of the chair, ran around, he followed me, he just jumped over the mines, one toime actually on one!, but he was sort of bunnyhopping and the thing didn´t go off.
    Maybe the mine is sorta bugged in some areas or something like that.

    I don´t want to have mines do more damage, be cheaper, stackable, ect. i just want them to do their purpose!

    GO OFF!

    Well i have made myself a spray that looks like a mine, and it fits the same purpose than the real one

    The new mines don´t scare aliens off, anymore.
    in the past version, a good placed mine could hold of a skulk, when he tried to pass by since it had a proximity sensor or something. now that he actually has to touch the thing (or so it seems) you have to plaster the whole ground up to a jumping range to be secure.

    maybe we need an upgrade that enhanced the mines from trip mines to proximity mines, that would be ok for me.

    PS. Minespray rulez <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    <!--QuoteBegin-Pithlit+Mar 2 2004, 04:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pithlit @ Mar 2 2004, 04:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> maybe we need an upgrade that enhanced the mines from trip mines to proximity mines, that would be ok for me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Excellent idea.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    And now to end this discussion.... your thinking far to deep into NS's Res.
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    Congrats, we just spent 2 pages debating over a bug report. Good game.
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