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Lol. That's why you need to be patient and plan out your attack. Catch your opponent off-guard. You don't need to go charging at your opponent head-on every chance you get.

 

For example, I have found that Firebird is pretty good if there are many enemies. If you can get to them at the right time, use a Double Power and if they don't die, the after-burn will kill them. Not dead yet? Repeat until they're dead. A couple of deaths is worth clearing out many mines.

 

Or if you can't get to them, ranged weapons can do the trick. Ricochet, Thunder, and even Railgun on double power. That's one-shot wonder right there. (edit) and HAMMER.

 

Unless your overall team sucks BAD. Then maybe that's why the enemy is being so much of a hassle?

you have a point there

but sometimes there is no time to be patient

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-UPDATE- Everyone is saying that Shaft should be the only turret able to shoot the mines due to the scope feature. I understand what you all are saying, however, Shaft would not be able to see the mines from far away and I know many of you will say it's annoying for Shaft to go up to the mines and scope and shoot it, so then simply don't use Shaft to shoot the mines! Use Thunder or Smoky! 

Just a suggestion for you to test it. Get Thunder/Smoky, enter a battle, place some of your own mines and see low accurately you can shoot them dead on. I can guarantee you that it will be more difficult than you think and your shot will land at most 1 in 10 times. That would be extremely inefficient in real battles, as you would spend a minute trying to disable a single mine, while the enemy might be attacking your base.

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Here is my concept for the ability for a tank to destroy an enemy's mine. 

I have previously posted this on another thread (now closed), as my initial search didn't reveal this thread. I've expand my concept in the light of the above discussion.  Here it is for consideration/discussion:

 

A mine exploded in this manner could still retain some blast damage in the vicinity (similar to blast damage from a thunder shell).  To add some interest, the blast damage from a shell-exploded mine could affect all tanks in the vicinity (eg,. your team's and the opponent's tanks).

 

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Regarding discussion of imbalance this could bring to the game...

 

Firstly, different turrets already have different strengths/limitations.  The ability to shoot a mine would be another aspect of variation contributing to turret choice in a battle. 

 

Secondly, you would need to see a mine before shooting it.  It would require skill, accuracy, and understanding the properties of your turrent.  It is not a skill for new players!  This means that you can't shoot a mine from a long distance - it's a short-range proposition (eg. when you are about to run over a mine).  So it's not a consideration for a shaft or railgun to be able to shoot it from a long distance (although these weapons could kill it from whith eyesight) - and when you think about it, a mine does not pose a threat from a large distance.  You would only want to destroy it if it was in your immediate path, or you want to mineclear a defenseive area.  Shooting a mine would be relatively easy to do when the mine is on a ramp.  It would be harder to achieve when it is on level ground - in this case some distance may be an advantage, or deflecting the gun barrel to point slightly downwards by shooting at the point a tank stops forward motion (and the ability to do this easily would depend on the hull choice, another contributor to variation in the game). 

 

Thirdly, destroying a mine could take time (to line up an accurate shot, or time due to a turret's lower effectiveness at mine destroying, see below).  Although the ability to destroy a mine gives some extra power over an enemy, the time to destroy it can make you more vulnerable to enemy fire.  As discussed, you may decide to destroy the mine by driving over it and destroying your tank in the process.  So there are benefits and limitations brought by the change to an individual's gameplay. 

 

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On how this could be implimented by the turrets:

 

- Direct hits will only destroy the mine (see Thunder, Isida, Firebird and Freeze exceptions below).  This means it will require accuracy and skill.  Not every attempt at destroying a mine will be successful, thus still giving the mine a fighting-chance to do it's intended job. 

 

- If enemy tanks are in the vicinity of a mine, the tank will automatically prioritise hitting the tank unless the shot is angled specifically at the mine. 

 

- Turrets might only have the power to be able to destroy mines from M1 level and above, or alternatively after obtaining a specific rank (which may be more equitable).

 

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Comments on different turret's ability to destroy mines:

 

• Ricochet, Twins, Smoky, and Thunder - would have more ease with this technique.  A single direct-hit could destroy a mine.  I think Thunder's splash damage can have some effect as this is a feature of the weapon (eg. hitting directly beside the mine, but not a great distance from it). 

 

• Hammer - as the shrapnel from this shot is diffuse, it would require at least two hammer shots to destroy a mine. 

 

• Railgun and Shaft can direct hit mines within closer visual distance, but as they can't see mines in the longer distance they would be extremely unlikely to be able to hit them. A single direct-hit could destroy a mine.

 

• Vulcan - smaller bullets would take much longer to destroy a mine, and would be harder to be accurate. 

 

• Isida and Firebird - can destroy mines, but these are less precice weapons (ie, damage is spread over a large area).  Therefore, they would take much, much longer to destroy a mine compared to a mine being hit with a shell.  Conceptually, Isida and Firebird would explode the mine by heat (Isida's heat generated by the plasma). Firebird's effectiveness would be reduced by larger distances from the mine, but as Firebird projects heat it would affect tanks and mines simultaneously. 

 

• Freeze - conceptually, freezing a mine is unlikely to explode a mine.  Freezing may temporarily lock a mine's firing pin, so Freezing could <temporarily> disable a mine (when the freezing thaws it returns to operation).  Freeze is an imprecise weapon (like Isida and Firebird), so it would take much longer for Freeze to temporarily disable a mine compared to being hit by a shell.  The amount of Freezing applied, after the mine is suitably frozen to disable the firing pin, would determine how long the mine remains temporarily disabled.  Freeze's effectiveness would be reduced by larger distances from the mine, but as Freeze projects cold it would affect tanks and mines simultaneously.

 

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In summary, I feel that the abilty to destroy mines with firepower is feasable.  I don't think it would cause great imbalance to the game.  It will bring greater variation to the game. 

 

One area of debate for this concept - should a tank be able to destroy only enemy mines, or all mines (enemy and team-mate's)?. 

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Why, Zenith?

Well, obviously it doesn't hold good for all cases.

Firebird will ransack all the mines in one go. 

It will look weird - Isidas healing and killing "mines".

Railguns and Shafts wouldn't bother using this idea because it would waste one good shot just to kill one damn mine.

It will be too hard to aim for tiny mines with high accuracy turrets like Smoky.

Traditionally, armored bulldozers or special vehicles as well as chemical methods like using diethylene triammine to get rid of mines have been used.

Overuse of the idea will result in immense wastage of mines and cause them to become redundant in a said battle.

This method will be useless for mine-bombing...

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Did you read my concept in detail?  I suggested that firebird/freezw/isidas would take much longer to destroy mines, to equalize against the difficulty other weapons would have making an accurate hit.  The idea is not to have it easy to blow up mines, so that mines still largely function the way they do now, it's just that there is a defense against them (although not an easy defense).  As I suggested, if it takes time to destroy a mine, your tank is vulnerable, so there are tradeoffs. 

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Bad idea -1

 

Just a suggestion for you to test it. Get Thunder/Smoky, enter a battle, place some of your own mines and see low accurately you can shoot them dead on. I can guarantee you that it will be more difficult than you think and your shot will land at most 1 in 10 times. That would be extremely inefficient in real battles, as you would spend a minute trying to disable a single mine, while the enemy might be attacking your base.

 

Try with Vulcan/Twins

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I think the concept should only work with Vulcan, Hammer, and Thunder. Hammer sprays shot everywhere so it would be the best candidate for taking out a mine. Thunder has splash damage - if you can damage yourself with Thunder it should also be applicable to taking out a mine. Vulcan can lock onto a target so it makes a good choice.

 

In any respect if you are trying to take out a mine it makes you vulnerable to enemy fire and some damage from the mine.

 

Remember - you cannot see mines from a distance so no long range shots can take them out. Only close range shots from turrets with some kind of splash damage and only when the mine is actually visible to the player.

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Mines are not as usefull now with smart cooldowns this will just make mine even less needed. Who would want to waste a rail shot to take out a mine? alot of work to take out a mine.

 

I would be more of the idea of a paint with mine protection.

 

The best way to get rid of a mine filed is with a heavy tank with a double armour on backed up by a isida, then pop a health when isida has to recharge. If you have to heavy tanks going in clearing them like this it dont take long.

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