Mines

Anonymous_MarineAnonymous_Marine Join Date: 2004-08-12 Member: 30572Members
<div class="IPBDescription">where to place them</div> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> Okay, one thing that i'm good at that really pisses people off is well placed mines. You don't want to put them in an obvious position thats easy to get around. Try putting them in dark places, where skulks would hide, because they usually kill skulks in one hit. If well placed on a frequently traveled route, its possible to get multiple kills with mines, i know i have done it <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> So, any questions on mines, then i m your marine. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
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Comments

  • AesyrqweAesyrqwe Join Date: 2004-03-15 Member: 27357Members
    One place I love to place mines is right next to a res tower where a skulk will usually come up to bit it. You can get it hidden pretty well near the nozzle, and skulks are usually not expecting it. Pretty cost effective way to keep nodes alive a little longer.

    -Aes-
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    A single mine behind an RT prevents the "chase-the-skulk-around" game from happening, and the marine usually loses it anyway. This way, the skulk has to choose between blowing up and getting shot.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    If you have a pack of mines and you want to secure an RT, put one behind the RT, 2 near corners to the entrance of the RT room, and one opposite the RT side that you'll see.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    mines are good base defense.


    before u yell "BUT TEH SKULK WILL DODGE TEH MIENES!!!!!!!!!"

    the point is, even tho if theres a marine in base, chances are hes an armory humper, just spawned in or demented in some other way, and the skulk will kill him without problems. now, if there had been mines, the skulks job wouldve just gotten four times harder. and even if he manages to kill your baseguard u can hop out yourself and let the skulk have 2 options: either sit there and get shot, or charge at you and get blown up.
  • Iron_MaidenIron_Maiden Join Date: 2003-09-24 Member: 21167Members
    <ul><li>In front of doors like the ones from ms from ns_Eclipse</li><li>In the "foots" of the RTs where the sprite hides it</li><li>vents!</li><li>On the F#cking ips!!!!!! This also goes for the PGs when you attack a hive ..... but the PGs sprite can hide a lot the mines</li></ul>
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    What I love is idiot marines who put all the mines at ground level. You can blink or leap right over them... and if you're really daring you can cloakwalk across the ceiling.


    When dropping mines, think like a skulk. If you're on Nancy, that upward sloping corridor at base is a great place for mines. Skulks just leap over them, so try to put some on the walls by JUMPING. When the skulk comes leaping in, KABOOM.

    Other great places are blind corners. Alien runs around, boom. And of course most obvious is marine structures.

    Just remember that they're negated by spit, and bile bomb, so if you hear gorges then be sure to guard your structures a little more... nothing worse than a gorge bypassing all your defences and biling the base to small bits.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    but putting mines at ground level are useful at protecting bases, as marines jump around the mines shooting the skulk the skulk would inevitably land on one of the mines...unless it crawls up the ceiling and drops down biting the marine's head off.. : /

    mines always kill skulks in one hit unless thety have carapace.

    putting mines in vents are nearly as effective as welding the vent in that it prevents skulks from passing, which is extremely annoying for aliens.

    when attacking the hive (just for fun, not in a real game), putting mines around their hive is hilarious, especially if u know where the spawn spots are <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    edited August 2004
    For base defence? Most useful around the IP. Rine spawns in, and the skulk is just about helpless to get him w/o blowing up. Furthermore, a baseguard can dance around these well placed mines, useing them as a source of "cover." The mines themselves won't nessacarily get the kills, but it's their kill potential that makes them deadly.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-j3st+Aug 13 2004, 10:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (j3st @ Aug 13 2004, 10:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    when attacking the hive (just for fun, not in a real game), putting mines around their hive is hilarious, especially if u know where the spawn spots are <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ?
    Why not in a real game?

    In all PCWs when I get a PG outpost in a hive I drop an armoury:

    => Rines inviteably need ammo, and an armoury becomes cost effective.
    => Instant shotgun rush if you have the res
    => Mine spam armoury and pg.

    The tactic "phase back to base to get some mines" simply *does not work*.
    => Rines use mines in ms
    => Rines use mines at another PG
    => Rines take the oportunity to hump MS armoury

    Mine spam (5 packs?) is cost effective, a valid strategy, and as long lasting effects. (eg, after failed SG rush, "Gorge, there's mines left at the hive, please spit them to death." Now a gorge is occupied, and skulks stilll have to think before leaving hive room, and may die on spawn anyway.)
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Necrosis+Aug 13 2004, 09:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Aug 13 2004, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I love is idiot marines who put all the mines at ground level. You can blink or leap right over them... and if you're really daring you can cloakwalk across the ceiling. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Guess all us clanners are idoit marines, as we aren't smart enough to cover the entire ceiling with them and protect that from the terrible secrets of the kharaa.

    Or you know, we just happened to think mines are not to protect base but protect spawning in marines or the commander who jumps out to kill a skulk here or there.


    Next blink is from a 50 res creature.. not something you have to worry about untill 5 min into the game.

    Next cloaking means sensory first, and I would not recommend an early rush on their base with cloaking...

    Next leap is a 2 hive ability, at which point aliens have bilebomb which completely owns mines so there's almost no point to mines at two hives anyways.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-Forlorn+Aug 14 2004, 03:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Aug 14 2004, 03:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Necrosis+Aug 13 2004, 09:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Aug 13 2004, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I love is idiot marines who put all the mines at ground level. You can blink or leap right over them... and if you're really daring you can cloakwalk across the ceiling. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Guess all us clanners are idoit marines, as we aren't smart enough to cover the entire ceiling with them and protect that from the terrible secrets of the kharaa.

    Or you know, we just happened to think mines are not to protect base but protect spawning in marines or the commander who jumps out to kill a skulk here or there.


    Next blink is from a 50 res creature.. not something you have to worry about untill 5 min into the game.

    Next cloaking means sensory first, and I would not recommend an early rush on their base with cloaking...

    Next leap is a 2 hive ability, at which point aliens have bilebomb which completely owns mines so there's almost no point to mines at two hives anyways. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Stupid clanner
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    NGE speaks the truth.

    *shifty eyes*
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Forlorn, you have issues.


    There's no point to putting ALL the mines on ground level. Likewise there's no point to putting ALL the mines on the ceiling.

    Since most of the topic to that point was about mines on the floor, I thought it wise to point out that only idiots place EVERY SINGLE MINE at ground level. Especially considering that skulks and fades can soar over mines with impunity.

    But then, some people have never seen games where the rine team keeps dropping mines at knee height, and around the IPs, only to see the aliens come running/flying over them and attack any structure thats not mined up. Or, shockingly, to get their bearings on the roof and see where each structure is NOT mined.

    I dunno about other players but I've been in games where a mined base has had a huge amount of holes which could be exploited. Its like dropping turrets - they're easy to bypass if you're not comprehensive in cover.



    On your added points -


    Spit owns mines too. If a gorge gets near a base at any time then you can kiss goodbye to the mine "defence".
    Leap isn't a necessity since you can run along the ceiling, cloaked or no.
    Two hives come pretty quick.
    Lerks can fly from hive 1.
    Who said all clanners drop mines only on the floor?
    Protecting the IPs is great but aliens usually go for the upgrade machinery first.



    My point was merely a cautionary word to any comm who assume mines are fantastic deterrents. It was the same with turrets once.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    edited August 2004
    Necrosis, you <span style='color:orange'>rapier7, YOU need to hold back on such direct insults, whether or not it's swearing.</span>

    You can easily ward off the odd skulk rusher with a pack of mines and good base placement.

    WHEN DOES A GORGE EVER TRY AND ATTEMPT TO TAKE MS?! Jeez.

    Your logic is flawed.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    The only time mines on walls (not ceillings, which is silly) make sense is when you have a building adjacent to a wall - in that case its reasonably practical to bite the structure from the walls. Other than that, nobody cares if a Skulk decides to walk on the ceiling or a Lerk flys over some mines - Lerks still take tons of splash damage from mines, and non-bhopping Skulks are slow.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I've charged MS as a gorge... in fact I usually do it as soon as I hear mines are there. Nothing better than taking out the mines before a well timed base rush. If you've some spare res you can even drop 2 OC which'll distract the marines from any skulk who comes running.


    Pretty sound logic to me...
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    mines are really great stuff in both classic and combat.

    at the beggining of game mines are 100% more effective then turruts, as there cheaper . faster to get. and will kill the skulk that sneak onto your ip

    mines are great and all commanders and marines should learn how to use them wisely
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    But not rely on them, lest the bored gorge come and spit them all away.

    It does happen, you'd have to be monumentally stupid to think it doesnt.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    How's a gorge making it by anywhere from 5-9 marines (on average)? Does he ask reallllllllll nice?
  • FinFin Join Date: 2004-06-26 Member: 29551Members
    <!--QuoteBegin-Necrosis+Aug 13 2004, 09:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Aug 13 2004, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What I love is idiot marines who put all the mines at ground level. You can blink or leap right over them... and if you're really daring you can cloakwalk across the ceiling.


    When dropping mines, think like a skulk. If you're on Nancy, that upward sloping corridor at base is a great place for mines. Skulks just leap over them, so try to put some on the walls by JUMPING. When the skulk comes leaping in, KABOOM.

    Other great places are blind corners. Alien runs around, boom. And of course most obvious is marine structures.

    Just remember that they're negated by spit, and bile bomb, so if you hear gorges then be sure to guard your structures a little more... nothing worse than a gorge bypassing all your defences and biling the base to small bits.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    mine wasting? Mines are<b> all</b> placed on the ground of the purpose so that when a marine spawns or commander jumps out of the chair(and jumps on a mine or behind a mine) the skulk will jump at the marine rather then bite the feet. In majority cases skulk = 0 speed before jump therefore is slower then a bunnyhop jump. The point of making the skulk jump is that your bullets come out of your head and it is easier to hit targets which are more level with were your bullets are coming out. Mines are against hive 1 aliens not 2. All your logic against hive 2 aliens is wrong, because mines become useless at that point. Protecting buildings is the marine's job, not the mines. Protecting marines is the mines job. Spend your team resources better.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Oddly, rarely is the time when you'll see marines in marine spawn. They all march out towards the objective, MS is empty except for mines and the odd turret.

    Gorge runs in, spit spit spit, commander might come out and shoot him, sometimes they bacon, but in any case a lot of the key mines are dead.

    Any skulk who follows up or accompanies the gorge will now have the task of killing IPs, etc. If the gorge is solo, he can drop an OC or two just to keep the marines tied up in MS. Yes, they'll kill the OCs but it'll take a minute and that can give the other aliens a good chance of pushing forward.


    Mines are equally useless at 1 hive since gorges can spit them all, and skulks if need be can detonate them the old fashioned way. Dropping ALL your mines on the floor is flawed, you should always try and factor in a ceiling bound skulk and put a mine at the entrance to get him.

    Secondly, most skulks jump anyway because legs are almost impossible to hit, meaning you're wasting your bites. Your mine "strat" revolves around the skulk wanting to kill the comm/marine... I've had games where I've moved around the obs/armslab biting it up avoiding the comm's fire. I don't want to kill him, I want the upgrades. And the beautiful thing is that upgrade buildings are so big, you can bite one side and not detonate the mine on the other.

    Silly comms.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    edited August 2004
    <!--QuoteBegin-Necrosis+Aug 13 2004, 09:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Aug 13 2004, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I love is idiot marines who put all the mines at ground level. You can blink or leap right over them... and if you're really daring you can cloakwalk across the ceiling.  <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yeah, <i>everyone</i> knows mines should be placed on the ceiling.

    sigh.....
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    If you can't be bothered to follow the conversation then you really shouldn't contribute.

    What it boils down to is this - don't put every mine on the floor. Think about a sneaky skulk, go to the entrance to base, and put a mine on the wall by jumping. This stops a skulk getting in and romping through your upgrades.

    Think smart - if you were a skulk, you'd hit the IPs, and if they're mined then you'd hit an upgrade building. You can't surround upgrade buildings with mines, you'd use tons. So instead just put a few more at the door, that'll protect ALL the structures.

    It's foolish to put all the mines solely on the floor because skulks can use the walls and roof, and if you intend to get any use out of the mines then you need to consider these approaches too. Additionally, these higher mines will catch more hive 2 aliens if no hive 1 alien has set them off. So its really better for you in the long term.

    Remember, a good thing in NS is the principled of combined arms - you don't send just lmgs to a location, or just hmg, you try to mix it up so that the marines don't suffer problems from threats they can't counter. Likewise, dropping all the mines on the floor only helps if aliens USE the floor... if they run along the roof and bite from above or to the side then your mines have just been a huge waste, and will kill NOTHING.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Usually, I would put them at entrances to vents and stuff, but even if I put the maround buidlings I still need a marine to trick the ksulk into moving. Hiding mines is very difficult sincemost people have icnreased gamma.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Gamma won't really affect mines, they're fairly obvious. Unless you're hiding them IN a vent, or in some possible dark corner ambush spot. But MS is always pretty well lit, and you'll be putting them on top of IPs, so gamma is certainly not an issue.

    For vent entrances you probably want to drop the mine on the wall just below the vent exit. Most people just run out of vents and fall to the ground. Easy KABOOM if ever there was one.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-Necrosis+Aug 17 2004, 06:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Aug 17 2004, 06:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gamma won't really affect mines, they're fairly obvious. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Still, it can highlight them. (I'll post a screenie when Steam finally logs in.)

    Things like gl_overbright etc would also help to highlight them. The "laser mine" skin from NSarmslab also means they have a massive big red laser (bet you didn't see that comming...) sticking out the top of them.

    Still, despite these "hacks" mines are pretty easy to see anyway, and if you do see them last minute, it's generally too late to avoid them anyway.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I'm fairly slow moving in marine base, I suppose thats why I've less trouble spotting them. No point running in full speed - you'll either hit a mine or you'll not have time to see all the structures. Scouting requires a touch of patience <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-Hobojoe+Aug 17 2004, 10:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Aug 17 2004, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gl_overbright 1 = lets stare into the freaking SUN while we play ns

    oh yeah before this gets nuked for exploit, it's not that simple to enable, you have to have a clue about what you're doing first. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But I stare into the sun even when i'm not playing ns

    what
  • Anonymous_MarineAnonymous_Marine Join Date: 2004-08-12 Member: 30572Members
    <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> In the Dictionary under redundant it says see redundant. yallz repeat yourselves over and over and over and over and over and over......you know your an alcoholic when you repeat yourself, you know your an alcoholic when you repeat yourself, you know your an alcoholic when you repeat yourself, you know your an alcoholic when you repeat! ahh damnit. mines go in STRATEGIC SPOTS! all ovedr buildings, no. in plain sight, maybe, every once in a while. in well used hallways, yes. in dark spots and vents, yes. in the alien spawn, yes, ABSOLUTELY.

    a bored gorge walks into a bar, and the bartender says, "hey, there be a mine over there mon." the gorge walks to where he can spit at it, and BOOM! walks into a mine that he didn't see on the way there.

    D
    U
    H
    !
    the consistent placement of mines in one area gets you slaughtered cuz aliens know how to get rid of em, cuz the know where they are! its inventive and imaginative thinking in battle that makes you win, same with mine placement. if you put a mine in a dark corner, or just around a corner, where aliens can see it(whether or not u have some noob hax that make you see it) you could be rewarded with 2 or 3 skulks!(my record is 5) if you put 2 next to each other in a multiple hive situation, you could make it easy to kill a <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> , or a little less difficult to kill an onos.

    ceiling, floor, walls, boxes, w/e, any noob can place them here if they think, "oh, i think this is a good spot..." and puts it there. I knife onos' at an average of 2 a week, so mines r welcome against them. the wrong thing to think is that mines are useless after aliens get another hive. get a brain man, and yes, clanners can be verrrry stupid if they put thousands of mines on the ceiling......... <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
  • JacKnifeJacKnife Join Date: 2004-03-12 Member: 27302Members
    around the ip and phasegates other buildings if needed .
This discussion has been closed.