Mines

Dr_Zer0Dr_Zer0 Join Date: 2003-07-01 Member: 17840Members
<div class="IPBDescription">what happened to them?</div> ever since 2.0 and the cheaper turrets and fades and onos around every corner, Iv noticed that mine have been greatly neglected. All ppl do now a-days is turret farm at the very begining of the game when at the very begining you should drop mines to keep out skulks for now then develope better tech and crap instead of waisting res on turrets that always get thrashed by the skulks anyway

and turrets suck without wep upgrades anyway. If ppl would stop spamming turrets we'd prolly see more marien victories.

but what pisses me off the most, even when I place turrets at the <i>very</i> begining of the game all they do is bit** at me and try to eject me for not farming turrets and waising res on extra IPs and stuff we really dont need at the begining! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->

Comments

  • superoperatersuperoperater Join Date: 2003-08-22 Member: 20074Members
    As i see, mines are even more useful now that Acid rocket is Tier 3. Is there any other way of blowing up mines (like bile bomb or something)?
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Bilebombs set them off. Also, all mines hurt all marines now. It used to be that only the marine who planted the mine could be hurt by it. They are also exempt from RFK.


    More often thhen not, mines end up killing more marines then aliens. Their use is more limited then before, I suggest using them to seal off vents or in positions *away* from your base.

    Onos trap = 5-10 mines placed on eachother (so they look like one), in the anticipated path of the cow. You can have a marine stand on/infront of them to increase efficiency.
  • AssistendAssistend Join Date: 2003-04-19 Member: 15658Members, Constellation
    <!--QuoteBegin--Dr.Zer0+Aug 24 2003, 02:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dr.Zer0 @ Aug 24 2003, 02:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    but what pisses me off the most, even when I place turrets at the <i>very</i> begining of the game all they do is bit** at me and try to eject me for not farming turrets and waising res on extra IPs and stuff we really dont need at the begining! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ppl eject for NOT turretfarming?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->... noob invasion...
  • TheRandomSinTheRandomSin Join Date: 2002-11-03 Member: 5571Members
    10 mines = gibbed regen onos. Remember that.
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    The problem is that an onos trap will cost you 20 res. True, an onos costs 100 res and is a general pain in the ****, but I find it pretty pointless on a beta server. Since a good onos doesn't use redemption on a beta server, it's better to place a jp/shottie on a good marine and watch the cows run away in a vein effort to stay alive.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--MasterShake+Aug 24 2003, 02:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MasterShake @ Aug 24 2003, 02:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem is that an onos trap will cost you 20 res. True, an onos costs 100 res and is a general pain in the ****, but I find it pretty pointless on a beta server. Since a good onos doesn't use redemption on a beta server, it's better to place a jp/shottie on a good marine and watch the cows run away in a vein effort to stay alive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You obviously do not the massive effectiveness of a good Onos trap.
  • Dr_Zer0Dr_Zer0 Join Date: 2003-07-01 Member: 17840Members
    20 res for a one hit kill onos trap or 20 res on 2 turrets that get ripped apart by that one onos <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    I've made a seperate topic for the Onos trap before.

    As for turreting at the start of the game.. I've found that this is often what costs marines the game - they can't compete with aliens, who just respond by not defending their own hive and rapidly expanding.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Mines hurt marines far too much. I made a 5 mine onos trap, I died and I was on the other side of the room. The onos didn't die but did run away...and bile bomb does activate them...

    I don't really see what use was envisaged for mines. In previous versions mines could be useful when replenished often. On pubs getting people to plant mines in a place more than 10m from a PG is a nightmare, getting them to monitor and replenish them is an exercise in futility. The only use I can see is getting the odd 'rambo' kill where you have placed mines randomly through the map, but all that accomplishes is annoying aliens.
  • Dr_Zer0Dr_Zer0 Join Date: 2003-07-01 Member: 17840Members
    and mines are really good to keep those spore lerks out of the vents <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    It takes 7 mines to kill a regen/redemption onos, 10 for a carapace onos.

    If you put the mines under a up/down door and close the door the mines become invisible but still work. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    "and mines are really good to keep those spore lerks out of the vents "

    Not really. Most lerks have been in that vent saving res from game start, so even if you weld it shut they're still in there.

    And lets not forget most vents are inaccessible to marines, so jumping up to them to place a mine will involve a marine tower or JP... marine towers are skulk fodder and a lone JP with mines seems a bit wasteful.
  • KrytosKrytos Join Date: 2003-08-19 Member: 19988Members
    If we want to see more mines, I think the price should be lowered.
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