About 1.1 Mines
Jim_has_Skillz
Join Date: 2003-01-19 Member: 12475Members, Constellation
<div class="IPBDescription">How do they exactly work?</div> I was wondering specifically how the v1.1 mines work. I heard they were proximity triggered now. If they are, won't this affect a lot of the gameplay, I mean, if someone put 20 mines on a door and a skulk jumped through it to disable all of them, wouldn't this be a little cheap and ineffective for a mine? If I am wrong plz tell me cuz this is what I have heard so far regarding the mines.
Comments
Mart
I see gorge spit as an ideal counter for mines. It provides the aliens a way to disable mines early in the game, yet exposes the gorge to hostile fire and requires precise aim. It encourages the other aliens to work as a team and cover the gorge as he acts as a minesweeper. It allows the aliens an advantage against offensive mining (the gorge can spit a few mines, run around the corner and heal at the hive, repeat) yet cannot be used against defensive mines unless the gorge takes the high risk of moving behind enemy lines. It's simply very balanced.
I felt I should post about this after reading Stoneburg's excellent game writeup (<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=32203' target='_blank'>here</a>). The round would have probably ended very early had there been no early counter to mines.
It's not very easy. The mine hitbox is kind of buggy, floating above the mine itself. At long range hitting it requires good aim. It's a lot better than nothing, though.
And if late-game mine spamming cheese proves to be a problem, Acid Rocket could just be tweaked to function as it does in 1.04 against mines. It IS a third-hive ability, after all.
And as someone said " Well a later counter would be Babblers... " there are no babblers in 1.1
Damage need to be upped, qas well as the price ..to make them less of a owner early and maore viable lategame...
I personally always wished wall mines would act just as they do now (with the laser trip), but the laser only visible in certain circumstances, as someone just suggested. I really like Ryo's idea, and perhaps one fo the sensory visual upgrades could make them visible. That would be my ideal system.
Mart <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
FADE and acid spam the mines no more mines, no more marine (if they were close by)
Making it so one alien upgrade ability saw the mine lasers would make yet another version of NS where it was REQUIRED to get one type of upgrade at the first hive or face the wrath of invisible death.
My speculation tells me that it's fine the way it was changed to. Someone thought it out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Only if they pick it up with their foot....
At the moment there are almost no new posts on the beta-discussion forums, as the natural place for playtesters and veterans to post is on the private forums. What about opening these for the public with posting rights only to playtesters and above? That way people will have the opportunity to see what's going on in a much better way and the advantages the veterans have over the other clanners might decrease slightly (which should be something to strive for).
About the topic... not much to say except that I've been thinking about it too. Did I misinterpet something or does mines work the same in casual and tournament mode? I've always found casual-mode mines a bit too useful.
And tournament-mode mines almost useless.
There is one pro: you automagically kill the skulk(s) if they step on one mine.
If placed correctly (have to be a wall or something between the two "waves") it works really well. Like in Docking Hydraulics on ns_bast.
Actually, the mine topic is the only other gameplay-concerning topic in the PT forum right now. The rest consists of bravado, time managment, and Grendel yelling at us.
It's quite natural for a few threads accumulating the vast feedback of a week, and the discussions then moving to IRC (which we won't make public, thank you) until next weekend, when they result in new threads.
Saves you time as well, since you'll have one less forum to moderate
darnit, always IRC... ruining the fun for all :O