Mines?

busyboy_13busyboy_13 Join Date: 2003-01-09 Member: 12101Members
<div class="IPBDescription">What ever happen to them....</div> Does anyone know if mines where ever changed for NS2.0??

Comments

  • meatballmeatball Join Date: 2003-05-10 Member: 16196Members
    edited July 2003
    there has been alot of talk about them .... in some of the beta versions they were stackable don't know if this is the case right now...
    I also heard that they dont damage friendly units or structures any more....
    I'm not 100% sure if this i correct tho¨


    /edit maybe it would be best if a pt or vet answerd ...
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    The most noticeable change is that they are proximity-based only. No red laser, invisible or visible. Start changing your strategies now...
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    edited July 2003
    noooooooOOOOOOOOOO!

    Red laser...I loved you so... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    edited July 2003
    Right been thinking u need a Tf for electric RTs so u have to buy one at start and turrets cost 5 res so were does this leave mines?? they most cost something daft like 2-3 res to be usefull tbh
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    Mines are the 5th wheel of marines now ... they really dont need them as both both turrets and elec are cheaper and more efficient. Besides i dont think 1 mine kill a lvl 0 skulk anymore ...
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    <!--QuoteBegin--Draconis+Jul 3 2003, 05:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Draconis @ Jul 3 2003, 05:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mines are the 5th wheel of marines now ... they really dont need them as both both turrets and elec are cheaper and more efficient. Besides i dont think 1 mine kill a lvl 0 skulk anymore ... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've run over a mine with Lvl 0 Carapace, and died. But once I got Lvl 1, I ran over another and survived with 10Hp.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    With skulks at 90hp and 25 armor? Nope. Mines won't kill <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Maybe you'd want to mine the electrified tf? Or is that redundant because hive 1 aliens never attack Tfs?
  • noelephantnoelephant Join Date: 2003-02-13 Member: 13518Members
    Does gorge spit still blow up mines? From what I've read I think we'll be seeing a lot more gorges.
  • DroopyDaDogDroopyDaDog Join Date: 2003-06-18 Member: 17479Members
    Dunno, hehe if they turn out totally useless could always beg for change or metamod to make them semi-invis alien cloak style? might make them a viable defence against more than skulks aliens ( you gotta go slow to notice them before avoiding them, or have hawk eyes)
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    proximity based only? does that mean if it's on the walls it only blows up if you're near the wall yourself, or you just simply cant put it on the wall?

    I hope that in clanplay, mines don't chain react as much (at all?)
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    Hmm definatly looks like the poor mans jp mine rush wont work as well.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    edited July 2003
    i think they were way to big in 1.04. I liked goldeneye for n64 style; a lot more compact but still visible if you care to pay attention. If you knew that an enemy was coming and you blew them to hell with your detonator. NS should have implemented that to mines so that you can place them using secondary fire to make them remote controlled and primary fire to make them proximity. Then you'd second fire again for to blow them remotely and just let them mines do their job for proximity. God can u imagine the fun luring skulks into a mine trap. just stand the opposite side and as they come charging at you "see you in hell" *click* BOOOOOOOOOOOMMM. Mind you, for that it'd be smart to code it so that your own mines do damage if you set them off remotely.

    <a href='http://www.rhodesmill.org/goldeneye/images/wReM.gif' target='_blank'>http://www.rhodesmill.org/goldeneye/images/wReM.gif</a>
    <a href='http://www.rhodesmill.org/goldeneye/images/wWLa.gif' target='_blank'>http://www.rhodesmill.org/goldeneye/images/wWLa.gif</a>
    -remember those?

    <a href='http://internettrash.com/users/adrian.gallagher@iname.com/jbtheme.mid' target='_blank'>http://internettrash.com/users/adrian.gall...com/jbtheme.mid</a> << oh yea!
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    I'm thinking mine damage is able to be upgraded, at least it lists them when you hover your mouse over the upgrade weapons button. Lasers were fun, but they were too often running out into the middle of nowhere indefinatly. I never liked proximity mines, too inconspicuous. Lasers properly used were always a deterrent for level 1 aliens.
  • FaT_CaMFaT_CaM Join Date: 2003-04-11 Member: 15394Members
    edited July 2003
    Yeah, but mines didnt appear in late game situations, so it seems kind of pointless making them upgrade if its pointless using them. I guess yu can still use them in vents tho.
  • busyboy_13busyboy_13 Join Date: 2003-01-09 Member: 12101Members
    mines would be more useful if fades couldnt blow them up so easily with their acid rockets....

    but then again....if fades couldnt blow them up...what will?

    too bad mines have gotten the "shaft"...i really like using them....well until there are too many of them and then it causes the server to slow down or crash. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Vash7h3StampedeVash7h3Stampede Join Date: 2003-02-28 Member: 14140Members
    I personally as a comm don't like to drop mines, because its a continuing investment until they get fades. Holes need to be patched, marines beg for them, so I just forget them. But if they are proximity, then they might be more viable... (madly thinks up new strategies)
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    my freinds refuse to enable mines in perfect dark, i pwned them too much with em. Same in golden eye but i forget if there was weopon select in that one for them to stop me.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> mines would be more useful if fades couldnt blow them up so easily with their acid rockets....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Mines are still blown up by acid rocket in 2.0 but you need 2-3 acid rockets to blow them off.
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