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M1, M2, and M3 mines that deal more damage


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     Currently, mines in higher ranked battles play a completely different role than mines in lower ranked battles. Higher ranked players use them all the time, as flag defenses, to help finish off an approaching enemy, or even to damage a tank they've "jumped" on. There are even sometimes mammoths' whose job is to trigger all the mines they find. None of that ever happens in lower ranked battles.
 

     The reason for these differences is that the hulls get stronger but the mines don't. A mine can instantly kill any M0 hull, but may take multiple hits to destroy a M3 wasp. Also, as players rank up, they earn more crystals but the price of a mine doesn't go up with it. A single mine might be a lower ranked player's entire battle fund!

 

     A solution to this problem would be to add M1, M2, and M3 mines. The mines of a higher modification would do more damage than a mine of a lower modification, but also more expensive. Lower ranked players don't need all the damage that mines can do, and can save some money buying weaker mines. Similarly, higher ranked players need stronger mines, and can afford to buy the stronger ones. 

 

     Also, unlike the hulls, turrets, and protection modules, players should be able to keep the mines of lower modification they've bought. They could possibly micro upgrade their mines, as well as maybe their other supplies...?

 

     Again, this is only a suggestion. The idea isn't perfect, of course. Does TO want mines to have a constant role? How would TO transition from the current mine to mines with modifications? Would there need to be a way to tell the different mines apart when they are planted? Should they have different cool downs?

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Mines dont need a buff. Theyre allready OP as it is. 

Perhaps they need a nerf on lower ranks and still have the progression from M0 to M3? But if that's the case, then I don't see why this should be done for mines only and not all supplies.

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Perhaps they need a nerf on lower ranks and still have the progression from M0 to M3? But if that's the case, then I don't see why this should be done for mines only and not all supplies.

Suppose you have leftover M1 mines, what happens when you level up to M2 and you buy M2 mines? How would "5" know which mines to drop?

If the mines level up as you do, then there would be buyers hoarding mines on the cheap from M0. 

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Suppose you have leftover M1 mines, what happens when you level up to M2 and you buy M2 mines? How would "5" know which mines to drop?

If the mines level up as you do, then there would be buyers hoarding mines on the cheap from M0. 

I assume they would all automatically upgrade to M2 when you buy the upgrade. And I don't think that hoarding cheap mines would help because the more expensive mines would be proportionally better. Fox example, an M0 mine would cost 10 crystals and deal 100 damage, while an M1 mine would cost 20 crystals and deal 200 damage. Something like that.

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Ok. But what if I had leftover M0 mines in my garage and level up enough to buy M1 mines. What happens to my M0 mines when I buy M1s?

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Perhaps they need a nerf on lower ranks and still have the progression from M0 to M3? But if that's the case, then I don't see why this should be done for mines only and not all supplies.

10 + 100% = 20

20 + 100% = 40

 

They technically do get upgraded.

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10 + 100% = 20

20 + 100% = 40

 

They technically do get upgraded.

I don't think that makes sense. What I meant is that at M0 perhaps DP should be 20%, then 30%, then 40% and then finally 50%.

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I don't think that makes sense. What I meant is that at M0 perhaps DP should be 20%, then 30%, then 40% and then finally 50%.

But this makes supplies more powerful. The point of the idea was to make mines do less damage at m0/more at m3 to scale with hull health. The % boosts of supplies already do that.

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Perhaps they need a nerf on lower ranks and still have the progression from M0 to M3? But if that's the case, then I don't see why this should be done for mines only and not all supplies.

The reason all supplies would not be like that is because of the fact that the turrets have modifications. 

 

Railgun m1: Let's say 200 Damage normal

 

Wasp m1: 390 health

 

DD m1 + 50%= 300 damage from railgun m1

DD m2 + 75%= 350 damage from railgun m1

DD m3 + 100%= 400 damage (Killing the wasp.)

 

 

It would not work.

 

The only reason mines would work is... Let's say m0 mammoth had 1200 health... A mine can deal 2400-3400 damage (Theoretically of course) The m0 mammoth would die no matter what. Even with DA. It could not survive any mine.

 

M3 mammoth, let's say, Has 3000 health. If it had DA on, it could survive 2 mine hits

 

If the m0 mammoth was met with an (M0) mine, If the mine dealt 400-600 damage instead of the 2400, it would be able to survive up to 2 mine hits.

Edited by snipe3000

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Perhaps they need a nerf on lower ranks and still have the progression from M0 to M3? But if that's the case, then I don't see why this should be done for mines only and not all supplies.

Supplies like DD, DA and Nitro work relative to your base equipment already (it's a multiplier). Mines on the other hand, do a fixed amount of damage (within a range.. it's a bit random).

 

I (personally) like the idea, of having equipment work in similar ways through out the whole game. So

  • if -> an M0 mine kills a light tank, and takes away 60% of a heavy tanks armor
  • then -> an M3 mine should also kill an M3 light tank, and take away 60% of a heavy M3 tanks armor.

 

So I like that idea. It could work in a way, that it reads the max. M-Level of your current equipped hull+turret and drops such a mine.

example:

  equipped M2 turret + M2 hull -> drops an M2 mine

  equipped M3 turret + M2 hull -> drops an M3 mine

  equipped M2 turret + M3 hull -> drops an M3 mine

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Agree with Wasp.^

Really like this update. I feel that at lower ranks, mines are highly feared and can sureshot take out any hull, thus reducing strategy. At the same time, mines versus M4s are practically ineffective. Great idea!

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I think it should me made much simpler. Just assume that mines are directly tied to the hull, so their modification would be the same as the hull's modification, and mine damage would become one of the main hull parameters. M0 hull lays M0 mines with low damage. M1 hull lays M1 mines with higher damage, and so on. Simple, straightforward and no unnecessary extra settings in the game.

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Supplies like DD, DA and Nitro work relative to your base equipment already (it's a multiplier). Mines on the other hand, do a fixed amount of damage (within a range.. it's a bit random).

 

I (personally) like the idea, of having equipment work in similar ways through out the whole game. So

  • if -> an M0 mine kills a light tank, and takes away 60% of a heavy tanks armor
  • then -> an M3 mine should also kill an M3 light tank, and take away 60% of a heavy M3 tanks armor.

 

So I like that idea. It could work in a way, that it reads the max. M-Level of your current equipped hull+turret and drops such a mine.

example:

  equipped M2 turret + M2 hull -> drops an M2 mine

  equipped M3 turret + M2 hull -> drops an M3 mine

  equipped M2 turret + M3 hull -> drops an M3 mine

And then we come back to the supply of leftover M0 mines.

I will buy 100 mines at M0 cost.

Then I won't use them until I get M2 equipment.

That way, I've paid for 100 M2 mines at M0 prices.

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It's not that complex if it's done as a garage based feature.

 

could be done like that:

- the game hosts 4 types of mines (M0, M1, M2 and M3)

- if you click to exit the garage, it decides on which mines you will use from now on (M0..M3) and equip it.

- each time you drop a mine, it drops - very straight forward - the mine type that was equipped the last time you left the garage.

 

So you have no extra decisions during the game; it all comes down to one decision at the exit procedure of the garage.

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And then we come back to the supply of leftover M0 mines.

I will buy 100 mines at M0 cost.

Then I won't use them until I get M2 equipment.

That way, I've paid for 100 M2 mines at M0 prices.

It could be done like you still own and purchase just one type of mine supply.

But this supply can drop mines from M0 to M3, depending on your equipment.

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Although this is a good idea, I don't really want another aspect of the game to be upgradeable. This will be an inconvenience for players with less crystals, and even more for lower ranks who have to play against high ranks.

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I have once thought about increasing the damage output of mines, but I wasn't sure on how to plan this.

 

M3 mines should have the ability to completely destroy an M4 Mammoth with 1 mine stroke. Mammoths could protect themselves by using the mines module and also double armor.

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What the title suggests. I don't know why it isn't like this, but it definitely should be like this.

 

At low ranks, new players are always so confused why they lost all their health instantly. You can't survive a mine at low ranks and new players simply aren't aware that they have to be careful about mines. At high ranks, however, tanks can take multiple mine hits, especially considering the fact that mines cannot be double powered yet you can carry double armor against them.

 

Mine's maximum damage does not need a buff because they are already rather strong, even at high ranks, due to the insurpassable mine fields.

 

I'm suggesting that Mines lower their min/max damage at lower ranks and only buff their min damage at higher ranks.

 

Mines shouldn't have distinct modification levels... they should be upgraded similarly like micro-upgrades.

 

Example:

 

Mine 0/20 = 500 - 800

 

Mine 5/20 = 800 - 1200

 

Mine 10/20 = 1000 - 1500

 

Mine 15/20 = 1300 - 1700

 

Mine 20/20 = 1600 - 2000

 

We shouldn't be required to spent crystals on these upgrades... however, I think a cool solution for that we can trade in 500 mines for an upgrade.

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