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Limit mines you can have planted at once, don't have them disappear when you die


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First of all, let me give credit where credit is due. This suggestion is based on one of our beloved friend RIDDLER_8's suggestions, but it is slightly modified.

In the same way that it happens with Repair Kit and Double Armour, Mines benefit heavy hulls over light hulls simply because heavy hulls tend to last longer in the battlefield. Therefore, the chances are that a mine planted by a heavy hull will last longer than a mine planted by a light hull.

Moreover, it is really frustrating to plant a mine for it to just disappear as soon as you die. Therefore, mines a basically used for spawn-killing and to run away from close-range weapons, but they are hardly used to secure an area, and thus their strategic value is much lower than it could be.

For these reasons, I suggest that when your tank is destroyed, any mines that you planed be left on the battlefield.

In order to avoid a battlefield full of mines, I also suggest that the mines than any particular player can have planted be limited to, say, 3 or 5 (for instance).

This way, all hulls will benefit equally from using mines, as hull's durability will have no effect on the mine, and mines will be used more often and their strategic value will increase.

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Valid

Completed

[sply] [gmpl]

I'm almost certain that developers considered this multiple times, but decided to go with the current system. This is probably because if mines didn't disappear, then the only way to get rid of them would be to blow them up, which is a bit annoying. Like, you'd see a mine in the middle of the path and you'd have no choice but to go over it, while with the current system you have the option of trying to kill the mine owner instead and thus potentially saving your HP. So I'm pretty sure there's a good reason why mines work the way they do.

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I think we can do a compromise:

 

Blaster

 

Mines could last for a certain amount of time that it is not affected if you get killed, not even if you leave battle. I say 4 minutes.

 

For that to happen there would have to be a change in the supply settings to give mines a longer cooldown so we don't make buyers OP.

 

A drugging overpowered camper will have to be planting more from time to time to protect his spot and his rule of terror.

 

We can say that mines are liquid explosives (hard to see) managed by smart nanobots that will cause it to explode only when an enemy tanks go over it. After certain amount of time the explosive liquid evaporates. If Fire tries to speed up the evaporation process it will blow up in his face.

 

This could be put to experiment.

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I'm almost certain that developers considered this multiple times, but decided to go with the current system. This is probably because if mines didn't disappear, then the only way to get rid of them would be to blow them up, which is a bit annoying. Like, you'd see a mine in the middle of the path and you'd have no choice but to go over it, while with the current system you have the option of trying to kill the mine owner instead and thus potentially saving your HP. So I'm pretty sure there's a good reason why mines work the way they do.

That's actually a very good point. One option would be that after you have planted the maximum amount of mines, if you plant another one, then the one that you planted first disappears. That would be another way for mines to disappear without anybody having to step on them. Or we could also do this:

 

I think we can do a compromise:

 

Blaster

 

Mines could last for a certain amount of time that it is not affected if you get killed, not even if you leave battle. I say 4 minutes.

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Under review

[sply] [gmpl]

I'm almost certain that developers considered this multiple times, but decided to go with the current system. This is probably because if mines didn't disappear, then the only way to get rid of them would be to blow them up, which is a bit annoying. Like, you'd see a mine in the middle of the path and you'd have no choice but to go over it, while with the current system you have the option of trying to kill the mine owner instead and thus potentially saving your HP. So I'm pretty sure there's a good reason why mines work the way they do.

But that would make the use of mines boring especially when you use them to protect a flag, i think a better idea would be that after a min or two the damage of the mine would slowly decrease to a point where it will only deal minimum 500 damage (or maybe more), but it will not be able to go lower that that .

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Imagine a battle in Noise blue team, it will be just a field of mines. No need to attack just heavy hulls plant mines and some healers. No one will be able to come to get the flag!

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Imagine a battle in Noise blue team, it will be just a field of mines. No need to attack just heavy hulls plant mines and some healers. No one will be able to come to get the flag!

Agree! Everybody will keep placing mines and defense will be just too OP. There would be no point in attacking.

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No. Don't do this, it will make the game frustrating.

Currently this is more or less how it works in Tanki X. However, there are two key differences: mines disappear after time, whether they are run over or not, and mines generally do less damage in TX. To make this work in TO the core mechanics of mines would have to get changed, which most players probably wouldn't welcome.

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If this idea gets accepted, in 10v10 CTF battles (or at least 8v8), all experienced players* will put their mines near flag and then attack the base without losing mines. It would affect CTF battles the most.

 

*most players at rank Fieldmarshal (+/- 3 ranks) dont know that z and x keys, shift and spacebar buttons exist.

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Just shorten the cool down time for minelaying.

 

The premise being that the more mines a tanker can lay, the more important it becomes for him to stay alive, therefore, it would increase drug use (mainly RK and DA) for the defender and probably DD (to kill the minelayer and all the mines in one quick strike) and possibly Nitro to fly over the mines. 

 

The slow wait time to lay the next mine is almost "why even bother?".

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On Noise, I have seen this strategy implemented many times on blue team. 

 

Everyone who has mines, lays them near the flag and then hides....under the short ramp, in the cave and under the long ramp. When the mine button is recharged, they plant more. The enemy from above falls down, the player lands in a minefield. Even if the player is lucky enough to land on the flag, where is the player going to go? Through the minefield. Whose ever mine killed the flag bearer is the one who gets the kill and the bonus points. When the mines are exploded, the team plants more. If a blue team member is killed from above, no worries, the team just plants more mines. 

 

With the above situation and your idea implemented, it just makes a bad situation worse, especially when a player who has planted several mines leaves the battle, enters a different battle, that player is still helping the team back on the map he left. 

 

EDIT: I was reading over my post when another bad idea entered my head. When someone lays a minefield, he feels obligated to stay in the battle to protect his investment. But, with your idea implemented, he can lay a minefield, leave the battle knowing his mines are still there. He can go to the bathroom, grab a snack, re-enter the battle, tend to the minefield, make a few kills and then leave again. Rinse and repeat. 

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On Noise, I have seen this strategy implemented many times on blue team. 

 

Everyone who has mines, lays them near the flag and then hides....under the short ramp, in the cave and under the long ramp. When the mine button is recharged, they plant more. The enemy from above falls down, the player lands in a minefield. Even if the player is lucky enough to land on the flag, where is the player going to go? Through the minefield. Whose ever mine killed the flag bearer is the one who gets the kill and the bonus points. When the mines are exploded, the team plants more. If a blue team member is killed from above, no worries, the team just plants more mines. 

 

With the above situation and your idea implemented, it just makes a bad situation worse, especially when a player who has planted several mines leaves the battle, enters a different battle, that player is still helping the team back on the map he left. 

Isn't this negated by a division of Magnums?

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Thanks for approving my suggestion on mines which was declined. Thanks for approving as under review for modifying my suggestion on mines.

 

Lets limit each player with 10 mines, so that each of the players in battles can drop up to 10 mines per player to avoid having maps overfilled with mines. Also, to put mines to good use, lets have mines remain on the battlefield after the player gets killed, and if there are mines remaining on the battlefield when the round is over, lets give back the mines which the player's dropped during that round.

 

If the player tries to drop more than 10 mines, the mines button (5 key) would be greyed out to restrict the player from dropping anymore mines to avoid flooding the battlefield too much, and also restrict the quantity of mines making them overpowered.

 

This would make mines more valuable and put to good use, rather than, wasting mines every time players drop them.

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Completed.

 

Suggested function is now available with the use of the defensive 'Miner' drone, which allows for a certain amount of placed mines (ranging from 3 up to even 30, depending on the drone's MU level) to survive even after its owner's tank gets destroyed.

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8 hours ago, ControlledChaos said:

Completed.

 

Suggested function is now available with the use of the defensive 'Miner' drone, which allows for a certain amount of placed mines (ranging from 3 up to even 30, depending on the drone's MU level) to survive even after its owner's tank gets destroyed.

Tried using that for the special event.  At Legend-level it's surprisingly ineffective unless you are on a map with bottle-necks near cap points.  Drones like Defender render this drone useless.

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