Mines

DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
edited April 2012 in NS2 General Discussion
mines are something that have been bugging me for the last several builds when for some patch changing reason we've come to a point where endless minefields are commonplace. mines have taken a role of being a more offensive tool than defensive. mines are allowing marines to use them as stepping stones from their base/pg to wherever their destination is. a very common tactic is to lay one down, take a few steps, another, etc and sit on the things while skulks attack helplessly and blow themselves up. since skulks have no way of dealing with mines (other than a very time wasting task of shooting it with parasite 10 times), this has made mines more of a threat than actual marines.. a very boring/unfun counter.

suggestion: restore mines back to their defensive purpose by only allowing them to be built under certain conditions ie. only in rooms where command stations are present, small vicinity around RT's, etc.

Comments

  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    Mines are easily countered by teamwork. Skulks just need to ask the comm to drop a cyst and they're all gone.
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    Mine fields are a joke.

    You blow 1 mine up and the rest of them go with it.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    I feel like if marines had more things to spend pres on they might be less of an issue. With weapons dropping upon death it is possible (and I know I have done it) to go retrieve it after respawning or even someone else grabbing it and having that 20-30 pres weapon stay in existence indefinitely. I then still have a giant pool of pres so what else am I going to spend them on other than a stupid cheap welder or giant minefields?
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    <!--quoteo(post=1921831:date=Apr 4 2012, 12:03 PM:name=Zeikko)--><div class='quotetop'>QUOTE (Zeikko @ Apr 4 2012, 12:03 PM) <a href="index.php?act=findpost&pid=1921831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mines are easily countered by teamwork. Skulks just need to ask the comm to drop a cyst and they're all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->

    assuming they're close enough to the cyst chain

    <!--quoteo(post=1921832:date=Apr 4 2012, 12:04 PM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Apr 4 2012, 12:04 PM) <a href="index.php?act=findpost&pid=1921832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mine fields are a joke.

    You blow 1 mine up and the rest of them go with it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    and assuming the mines are placed that close to one another


    the scenarios i address are neither of the two.
  • Gorge CostanzaGorge Costanza Join Date: 2012-03-16 Member: 148861Members, Reinforced - Supporter
    How about some minor friendly-fire damage with mines? You'd still see them used in vents, on walls, near structures, but people wouldn't use them as "things I can stand on to stop skulks attacking me", which is kinda silly.

    I don't think it would lead to griefing since they'd still only be set off by aliens.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited April 2012
    I would like to try friendly fire, it would make them a bit more interesting to use, because you need to think a bit before placing a double edge sword. A skulk could also suicide to kill some marines, like in sc1.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Mines well placed to catch aliens off guard are very useful.

    Mine fields, filling half a room's floor space, are a waste of time, res, and will be blown up in seconds by a lerk or a cyst.

    Can't think of any reason to change how mines work
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    Mines are fine. 15 Res is a lot for 3 single use items that can be disposed of easily. What you are complaining about is actually just one of the legite uses for a mine which can easily be countered by some other lifeform helping you. Also, it's 5PRES vs a free skulk.
    Also be smart about it when you fight marines, lure them off the mines, then dispose of them. They can only places 3 mines at most, unless they have an armory nearby, otherwise they have to retreat to get more mines.
    And on a last note, I don't think aliens need an indirect buff right now, since they are already dominating the game.


    How to counter:

    Gorge - Shoot
    Lerks - Shoot/Bilebomb
    Fades - Blink
    Onos - Run over, they won't kill you anyway
    Cysts - Spam next to mines
    Skulk - Parasite
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1921840:date=Apr 4 2012, 04:40 PM:name=Omega_K2)--><div class='quotetop'>QUOTE (Omega_K2 @ Apr 4 2012, 04:40 PM) <a href="index.php?act=findpost&pid=1921840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How to counter:

    Gorge - Shoot
    Lerks - Shoot/Bilebomb
    Fades - Blink
    Onos - Run over, they won't kill you anyway
    Cysts - Spam next to mines
    Skulk - Parasite<!--QuoteEnd--></div><!--QuoteEEnd-->
    Drifter - Attack mine and sacrifice said Drifter :P
  • SpaPalSpaPal Join Date: 2012-02-28 Member: 147699Members
    A marine tactically using a mine is a legitimate tactic. Placing a mine and baiting a skulk over it is fair play, I do this all the time. If I know there are skulks in a room, I place 1-2 mines, then try to bait them into the mines or deny a certain vector of approach making shooting easier. Its not a fundamental issue if you as a skulk runs into the mines trying to bite you, that's just you making a poor choice in engaging. The fact is that the mines are the size of a truck hub-cap and you can see them easily. Obviously this will change when they finally update the mine from the ns1 mine.
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1921840:date=Apr 4 2012, 12:40 PM:name=Omega_K2)--><div class='quotetop'>QUOTE (Omega_K2 @ Apr 4 2012, 12:40 PM) <a href="index.php?act=findpost&pid=1921840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mines are fine. 15 Res is a lot for 3 single use items that can be disposed of easily. What you are complaining about is actually just one of the legite uses for a mine which can easily be countered by some other lifeform helping you. Also, it's 5PRES vs a free skulk.
    Also be smart about it when you fight marines, lure them off the mines, then dispose of them. They can only places 3 mines at most, unless they have an armory nearby, otherwise they have to retreat to get more mines.
    And on a last note, I don't think aliens need an indirect buff right now, since they are already dominating the game.


    How to counter:

    Gorge - Shoot
    Lerks - Shoot/Bilebomb
    Fades - Blink
    Onos - Run over, they won't kill you anyway
    Cysts - Spam next to mines
    Skulk - Parasite<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can also fly over mines to blow them up as lerks and take almost no damage at all. You need to be at full speed though and time it right.
    Not that difficult when you get used to it.
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    I will say that i hate marines that set down the mines and then stand on them trying to bait skulks in... It seems like the skulks view position is from the middle of the model, so you can set the mines off while appearing to be quite far away. Plus its like playing combat again from NS1, buy mines shotgun resupply and sit on the mine, pubber strat #1.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    <!--quoteo(post=1921835:date=Apr 4 2012, 12:22 PM:name=Gorge Costanza)--><div class='quotetop'>QUOTE (Gorge Costanza @ Apr 4 2012, 12:22 PM) <a href="index.php?act=findpost&pid=1921835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about some minor friendly-fire damage with mines? You'd still see them used in vents, on walls, near structures, but people wouldn't use them as "things I can stand on to stop skulks attacking me", which is kinda silly.

    I don't think it would lead to griefing since they'd still only be set off by aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    good call. if Grenade Launcher explosion damage hurts the user i don't see why mines should be any different.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    You'd have to remember which mines were your own (i.e. ones that can kill you) and which ones are safe (i.e. placed by team mates).

    I'd prefer if all explosions hurt all marines!

    And for mines in base it could be changed to a nanite mine which only hurts aliens ;)
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    does anyone feel like there should be some kind of laser-light coming out of the center of the mine? you know, to show where an alien needs to cross in order to set it off? it's like the model for the mines looks different to how they actually function, they're basically just a proximity mine, but the mine model looks like they are set off by something passing in front of it, hence the missing 'laser line'
  • ÒŗăNģёÒŗăNģё Join Date: 2012-02-09 Member: 144437Members, Constellation, Squad Five Blue
    Best thing about mines is they can blow up through walls.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    edited April 2012
    <!--quoteo(post=1921866:date=Apr 4 2012, 02:13 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 4 2012, 02:13 PM) <a href="index.php?act=findpost&pid=1921866"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->does anyone feel like there should be some kind of laser-light coming out of the center of the mine? you know, to show where an alien needs to cross in order to set it off? it's like the model for the mines looks different to how they actually function, they're basically just a proximity mine, but the mine model looks like they are set off by something passing in front of it, hence the missing 'laser line'<!--QuoteEnd--></div><!--QuoteEEnd-->

    in NS1 it did have the laser, and aliens could "trip" them a mile away from the mine itself.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    They only work on skulks, get a lerk, or a fade, or anything that can take a hit/shoot at range, and mines become a non-issue.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited April 2012
    <!--quoteo(post=1921832:date=Apr 4 2012, 11:04 AM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Apr 4 2012, 11:04 AM) <a href="index.php?act=findpost&pid=1921832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mine fields are a joke.

    You blow 1 mine up and the rest of them go with it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's why you space them out.
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    <!--quoteo(post=1921873:date=Apr 4 2012, 11:44 AM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Apr 4 2012, 11:44 AM) <a href="index.php?act=findpost&pid=1921873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in NS1 it did have the laser, and aliens could "trip" them a mile away from the mine itself.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I thought so! I just wasn't sure.. I hope the laser makes a comeback. right now if you plant a mine on the inside of a doorway, and alien can just go to the other side and avoid it, but if it had the laser they would trip it whichever side they went
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2012
    NS 1.0x had lasers, I believe they were removed in 2.x. goldSRC performance issues mostly.
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