Mines Are Best During The First 5 Minutes
monk3y
Join Date: 2003-10-30 Member: 22139Members
You know, i've been using mines for the first five minutes of a game and i find them to be extremely useful, especially at defending rts from hordes of hungry skulks.
lets see, for 10 res you get a pack of mines, each mine has the ability to kill a skulk, sometimes you get lucky and get more skulks.
let's see, 1 mine kills one skulk, each skulk can give 1-3 res
there are 4 mines, 4 mines = 4 kills
4x1 = 4
4x2=8
4x3=12
well you see, mines will protect your Resouce nozzles and they will even pay for themselves overtime, so why aren't comms using them more?
Err.. don't say noobs, just give them to experienced palyers..
lets see, for 10 res you get a pack of mines, each mine has the ability to kill a skulk, sometimes you get lucky and get more skulks.
let's see, 1 mine kills one skulk, each skulk can give 1-3 res
there are 4 mines, 4 mines = 4 kills
4x1 = 4
4x2=8
4x3=12
well you see, mines will protect your Resouce nozzles and they will even pay for themselves overtime, so why aren't comms using them more?
Err.. don't say noobs, just give them to experienced palyers..
Comments
You can't refill mines at the armory, no matter what you have. On average, you lose 2 res per pack of mines, most likely. However, if it kills a lone skulk that is chomping on an rt, and the skulk ends up in the spawn queue and has to run back, then you could be saving 15 res for the extra minute that the rt stays active, plus the time that the skulk loses because they died.
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
Personally, I beg like a dog for mines every game I play, because I know all the stupid tricks to using them for virtually every map. If there are skulks who are dedicated to leaving your marines alone but trying to kill your buildings, find yourself someone who is willing to go on a minefield mission.
PS: Exploded skulks are more fun to laugh at than perforated skulks.
Personally, I beg like a dog for mines every game I play, because I know all the stupid tricks to using them for virtually every map. If there are skulks who are dedicated to leaving your marines alone but trying to kill your buildings, find yourself someone who is willing to go on a minefield mission.
PS: Exploded skulks are more fun to laugh at than perforated skulks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You are not alone my son.
It's especially nice on nothing, where you can block off the cargo vent with a pack of mines. We relocated generator once, dropped about 10 packs of mines, mined up that entire side of the map, including that vent, and the aliens were basically helpless. A couple marines kept them in base, we capped all the nodes, the game ended.
It's especially nice on nothing, where you can block off the cargo vent with a pack of mines. We relocated generator once, dropped about 10 packs of mines, mined up that entire side of the map, including that vent, and the aliens were basically helpless. A couple marines kept them in base, we capped all the nodes, the game ended. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If there aren't marines there guarding cargo, then a gorge should be able to clear out the mines with spit, using a skulk to boost into the vent. Or a lerk can take them out one at a time by running into them.
If u play lots of PCWs or Gathers u will realise mines = 10res the same as a turret. But a skulk can take a turret easily without even dieing or it can hide from it. So really 4 mines or one turret. the turret on its own costs 10 but with a tf = 20 res. 2 mine packs. 8 mines.
8 mines can secure a whole base at the start and mean that no skulks can rush or munch ur ips early on. Even wen taking a hive. Place PG next to RT. Elect. Mine the sides up so to slow fades down.
Mining RTs up is WAY better than electrifying them. 10 res for 30 res. only problem is wen they boom they go boom and go bye bye.
Early game its good to mine base and give a few mines to mine choke points, vents, and especially nearby RTs like Station Access on Eclipse for example. Basically MINES FTW!
erm... this isn't combat... this is classic ns!!!1!!
i'd love to see comms to utilize mines more!!
Ps. Why does the mine icon when you get a kill show the laser when the laser trip wire has been removed in game?
Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things.
Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
agreed
the only draw backs to mines is the fact that in late and mid game there worthless. not that TFs are any better. but once an onos can run over teh mine field and go get healed, or a gorge can BB the mines. there all gone. thats the only problem. but deffinitly for the first 5 minutes there good.
Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
agreed
the only draw backs to mines is the fact that in late and mid game there worthless. not that TFs are any better. but once an onos can run over teh mine field and go get healed, or a gorge can BB the mines. there all gone. thats the only problem. but deffinitly for the first 5 minutes there good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
once the aliens have 2 hives (for bilebomb and non-sucky onoses) you've pretty much lost anyway, if they are at all competent....
On funmaps, when I have a ton of res, I'll drop 10 packs of mines. Fades aren't able to land around an important structure without taking 2 or 3 mine hits That's 250-375 damage.
They aren't cost-effective, but they are still useful late game.
not advised when bilebomb is available (or gorges are able to reach a overlooking vent and can spit them).
Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
agreed
the only draw backs to mines is the fact that in late and mid game there worthless. not that TFs are any better. but once an onos can run over teh mine field and go get healed, or a gorge can BB the mines. there all gone. thats the only problem. but deffinitly for the first 5 minutes there good. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
once the aliens have 2 hives (for bilebomb and non-sucky onoses) you've pretty much lost anyway, if they are at all competent.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
2 hives and you give up? thats pretty sad. marines can come back from a two hive game. it happens all the time. please tell me you don't think that way when you comm... "dang, second hive up.. time to recycle"
if we were talking 3 hives then I may agree with you more so
Because everyone knows what it means, and there isn't really any reason to update it when the time can be better spent on fixing/improving other things. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
agreed
the only draw backs to mines is the fact that in late and mid game there worthless. not that TFs are any better. but once an onos can run over teh mine field and go get healed, or a gorge can BB the mines. there all gone. thats the only problem. but deffinitly for the first 5 minutes there good. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
once the aliens have 2 hives (for bilebomb and non-sucky onoses) you've pretty much lost anyway, if they are at all competent.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
2 hives and you give up? thats pretty sad. marines can come back from a two hive game. it happens all the time. please tell me you don't think that way when you comm... "dang, second hive up.. time to recycle"
if we were talking 3 hives then I may agree with you more so <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
if the aliens have any coordination or skill, hive 2 means they basically win 95% of the time. Unless marines have lots of nodes and proto tech, marines lose. Period.
Leap Skulks are just TOO GOOD. It's sick.
bleh i hate when my marines do that! ur one of those who love to waste the comm's res huh <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
One Mine for each RT outside the base should be enough! Place one mine under the foot of each RT. Think about where the Skulk will try to hide if it attacks the RT. Which side will it attack from? Exactly there you put the mine!
Let me say this again: its not the RFK that makes RT-Mine Defense so great. If one mine kills the Skulk that attacked the Rt-->
1-3 Res
If the RT lifes for 1 more minute
-->even more res (^^ dunno the exact number)
That is why mines will absolutely pay for them self in RT Defense since they wont just give you RFK they ll also let the RT life a bit longer. These Res should be included.
So its <b>not</b>:
Minepack=10 res
You get 4-12 back
erm... this isn't combat... this is classic ns!!!1!!
i'd love to see comms to utilize mines more!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you see me comm, ask for mines and you will get em.
I love mines tbh <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->