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15 seconds mine delay


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I suggest 15 seconds  mine delay instead of 30 second. 

A mine deal 120-240 damage, while a hammer m4 with dp deal 231 damage.1 hammer shot does more damage than 1 mine. Mines are under powered.

In 30 seconds a hammer can shot 12 times, but a defender can only place 1 mine.

If a player is destroyed, he loses all his mines, so putting many  mines isn t always a smart choice.

And let s not forget that mines cost 50 crystals, so isn t like players will have unlimited mines to spoil the game.

Also, at the end of the game, all mines are lost.

The ability to put mines faster give a fighting chance against drugger teams that attack with full drugs and mu equipment.

 

 

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I suggest 15 seconds  mine delay instead of 30 second. 

A mine deal 120-240 damage, while a hammer m4 with dp deal 231 damage.1 hammer shot does more damage than 1 mine. Mines are under powered.

In 30 seconds a hammer can shot 12 times, but a defender can only place 1 mine.

If a player is destroyed, he loses all his mines, so putting many  mines isn t always a smart choice.

And let s not forget that mines cost 50 crystals, so isn t like players will have unlimited mines to spoil the game.

Also, at the end of the game, all mines are lost.

The ability to put mines faster give a fighting chance against drugger teams that attack with full drugs and mu equipment.

not sure if ur idea is wrong or right but i hav still followed ur topic

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Having defenders equipped with mines that have faster cool down will make CTF a drawn-out battle, with not much excitement.

Just tanks laying down mines and not going for the flag, or an offensive just dying over and over again.....not my idea of fun.

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Having defenders equipped with mines that have faster cool down will make CTF a drawn-out battle, with not much excitement.

Just tanks laying down mines and not going for the flag, or an offensive just dying over and over again.....not my idea of fun.

You are missing the aspect that a mine cost 50 cry. You won t see so many mines. 

On low levels, mine are ok now, but on high ranks are just underpowered.

You have weapons that shoot stronger that a mine, and tanks that can take a mine like nothing. Think of a 420 hp mommuth with dp. That is 840 hp vs 120-240 hp. 

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You are missing the aspect that a mine cost 50 cry. You won t see so many mines. 

On low levels, mine are ok now, but on high ranks are just underpowered.

You have weapons that shoot stronger that a mine, and tanks that can take a mine like nothing. Think of a 420 hp mommuth with dp. That is 840 hp vs 120-240 hp. 

Maybe an upgraded mine for higher ranks unlocked at would be better than what you're suggesting. :)

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Maybe an upgraded mine for higher ranks unlocked at would be better than what you're suggesting. :)

Well, yes and no.

At high ranks, tanks are not only stronger, but also faster than at low ranks. 

I use my viking to destroy enemy mines, if I can t destroy the tank that put them.

I need only 10 - 15 seconds to go to enemy camp and destroy 2 mines just by passing over them.

The enemy quit putting mines because it becomes too expensive to keep a mine field and they just can t put as many mines as I can destroy. 

And you don t need to destroy all mines, you just need to clear the ones that block you.

This is why mines aren t used too much. They are expensive and inefficient.

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I am a mine lover myself, but this would certainly throw off gameplay altogether. All of the supplies systems rely on each other to set off another supply's timer for Smart Cooldowns. Unfortunately, this could potentially require an entire reworking of the supplies system, which appears to have reached the prime of its days. Having someone go nuts on mines in a map would only take away from the potential for a truly dynamic style of gameplay.

 

Closed.

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