Jump to content
EN
Play

Forum

Decrease the number of mines in the game


 Share

Recommended Posts

This might be very biased as I only play as wasp, as such I am posting with the expectation of being proven wrong. I find, especially with the saboteur drone, that the game relies too much on mines. I would appreciate everyone else's feedback especially if you do not use wasp. For example, when I try to cap, there are often at least 10 mines blocking the root to the flag, sometimes even more. I don't feel this should be allowed to happen as it completely ruins the gameplay. Nobody can cap when all roots to the flag are blocked by 20 mines.. 

 

Edit 1

- Corrected spelling of "would". 

- Proposed solution: We could either increase the radius that mines may be placed at the flag by 4-5 times, and/or ensure that players can only place up to 5 mines at any one time, and if a player tries      to place a 6th mine, then their 1st mine is automatically detonated (which would damage enemy players who are near it). 

  FInally, another solution could be that all mines that are close (Idk exactly how far a tanki meter is..) to each other are detonated if one mine is detonated. Ie, if there are 20 mines all together, and a          player detonates one, then all 20 will detonate. I would suggest not making a huge explosion as this would cause lag, but all enemies near any mines that detonate would receive damage as with              current mines. Also, the team who placed the mines would get, albeit minimal, knockback, just as wasp's bomb has knockback.

 

Edit 2

Actually did correct the spelling of would.. 

 

Edit 3

Approximately 19:27, 18/05/2021

Edited by r_Fish.tank980
Edit 3
  • Like 4
  • Agree 1

Share this post


Link to post
Share on other sites

This would honestly make earning 125 mines from a container more depressing than it already is.

I like your idea by the way, I'm just saying it'll make the 125 mine drops from containers even less desirable now lol.

Share this post


Link to post
Share on other sites

It would be good to have less Mines on the battlefield, but it is a strategy players use to defend their base.

Plus, we can always use defenses to make openings in the Mine field to capture and take the flag, etc.

We can also try destroying the tank(s) who is/are placing the Mines. (I try to do this often.)

But having a max amount of Mine place-able would be also nice. Maybe up to 25 Mines can be placed by each tanker?

Share this post


Link to post
Share on other sites

9 minutes ago, thunderhunter123 said:

It would be good to have less Mines on the battlefield, but it is a strategy players use to defend their base.

Plus, we can always use defenses to make openings in the Mine field to capture and take the flag, etc.

We can also try destroying the tank(s) who is/are placing the Mines. (I try to do this often.)

But having a max amount of Mine place-able would be also nice. Maybe up to 25 Mines can be placed by each tanker?

25 mines per player? On a team of 10 for example that would leave 250 mines which doesn't seem like it is less than the amount of mines you sometimes see. Or would you disagree? 

Share this post


Link to post
Share on other sites

I propose that mammoth overdrive should detonate mines  but actually ignore their damage like its overdrive is a bulldozer and it is the job of a bulldozer, so it would clear the way, who agrees? :D

Share this post


Link to post
Share on other sites

2 minutes ago, numericable said:

I propose that mammoth overdrive should detonate mines  but actually ignore their damage like its overdrive is a bulldozer and it is the job of a bulldozer, so it would clear the way, who agrees? :D

What if you team doesn't have any mammoth players? :/

Share this post


Link to post
Share on other sites

8 hours ago, r_Fish.tank980 said:

Nobody can cap when all roots to the flag are blocked by 20 mines.. 

Wrong, FLYING MONKEY has no problem at all, it's as if the mines do not exist.

Ask maf for conformation, he is usually on top of a wall with his legal hack, it's his fav move in certain maps, predictable but effective, unless someone like me tracks him all game, then he has a much harder time of it. It's my fav pass time, killing mods whenever i see them in battle, some easier than others. 

  • Agree 1

Share this post


Link to post
Share on other sites

50 minutes ago, thunderhunter123 said:

Maybe up to 25 Mines can be placed by each tanker?

Agreed, but only if the FLYING MONKEY can only use it's OP overdrive once a year.

Fair trade off if you ask me.

  • Agree 1

Share this post


Link to post
Share on other sites

If you are going to decrease the number of mines in battle, then you should also nerf Trickster's speed bonus (maybe Crisis' speed bonus) or rework the drone altogether. Right now, Trickster Hoppers are ruining CTF/Rugby maps like Highland as they speed past their foes with little effort, all while the foes are completely confused, disoriented, or both.

  • Agree 1

Share this post


Link to post
Share on other sites

6 minutes ago, N3tralRE said:

If you are going to decrease the number of mines in battle, then you should also nerf Trickster's speed bonus (maybe Crisis' speed bonus) or rework the drone altogether. Right now, Trickster Hoppers are ruining CTF/Rugby maps like Highland as they speed past their foes with little effort, all while the foes are completely confused, disoriented, or both.

This post isn't related to trickster or Crisis, althought I agree. 

Share this post


Link to post
Share on other sites

4 minutes ago, r_Fish.tank980 said:

This post isn't related to trickster or Crisis, althought I agree. 

True. I just want more counterplay against speedy tanks in CTF/Rugby aside from getting a quality team that can outscore the other team.

Share this post


Link to post
Share on other sites

1 hour ago, thunderhunter123 said:

It would be good to have less Mines on the battlefield, but it is a strategy players use to defend their base.

Thunderhunter please I want to see a one argument from you without showing the other side or the bright opinion. Honestly I haven't excluded a one pure opinion from you, I don't know what you like or don't like, you always put all of the other opinions/bright sides in your arguments. I dislike Hopper. Yellow like Hopper.

Edit: I'm afraid of being misunderstood as if I'm attacking.. but No, I just want to re-look at a certain point

Edited by asem.harbi

Share this post


Link to post
Share on other sites

I think nerfing mines would make the mining drones (Saboteur/Miner/Camper) a bit too weak IMO, though I do agree there is a problem. Maybe they could get a slight nerf. but to be honest I think the biggest problem is the large maps in CTF - I think CTF/RGB in MM should be max 8v8 or at most 10v10 - it is nearly impossible to cap in 12v12+ CTF and in those modes you see even higher numbers of mines which adds to the problem.

In general 12v12 + CTF is bad, but if you are in a smaller CTF game you can take a note of who is the player generating all the mines and kill them (usually a player using Saboteur) however in a larger match there are often a few of them so it isn't practically possible to kill them all.

Maybe a slight nerf to the mining drones, but IMO the biggest change that needs to happen is that we need to get rid of the 12v12 and 14v14 CTF games from MM, which simply do not work. Playing these modes is basically TDM, most players don't even bother to cap because they know its impossible, unless your team heavily overpowers the enemy team. In the smaller capture games, you can kill the mining players and that is the solution there.

Edited by DestrotankAI9
  • Like 2
  • Agree 1

Share this post


Link to post
Share on other sites

29 minutes ago, N3tralRE said:

Trickster Hoppers

Yip they have definitely been given a big boost. Add that to their already OP overdrive and they really dominate capture modes.

No change there then.

  • Agree 1

Share this post


Link to post
Share on other sites

9 hours ago, r_Fish.tank980 said:

This might be very biased as I only play as wasp, as such I am posting with the expectation of being proven wrong. I find, especially with the saboteur drone, that the game relies too much on mines. I would appreciate everyone else's feedback especially if you do not use wasp. For example, when I try to cap, there are often at least 10 mines blocking the root to the flag, sometimes even more. I don't feel this should be allowed to happen as it completely ruins the gameplay. Nobody can cap when all roots to the flag are blocked by 20 mines.. 

 

Edit 1

- Corrected spelling of "would". 

- Proposed solution: We could either increase the radius that mines may be placed at the flag by 4-5 times, and/or ensure that players can only place up to 5 mines at any one time, and if a player tries      to place a 6th mine, then their 1st mine is automatically detonated (which would damage enemy players who are near it). 

  FInally, another solution could be that all mines that are close (Idk exactly how far a tanki meter is..) to each other are detonated if one mine is detonated. Ie, if there are 20 mines all together, and a          player detonates one, then all 20 will detonate. I would suggest not making a huge explosion as this would cause lag, but all enemies near any mines that detonate would receive damage as with              current mines. Also, the team who placed the mines would get, albeit minimal, knockback, just as wasp's bomb has knockback.

 

Edit 2

Actually did correct the spelling of would.. 

 

Edit 3

Approximately 19:27, 18/05/2021

1) Mine damage has been decreased

2) What about the "miner" drone?  Max 5 mines?  Waste of a drone.

3) What about Saboteur drone?  Max 5 mines? see above

4) I've seen mines placed close together both explode.  So if a tanker happened to place a string of mines all 2m from the next one they could all explode now.

  • Agree 1

Share this post


Link to post
Share on other sites

22 hours ago, r_Fish.tank980 said:

25 mines per player? On a team of 10 for example that would leave 250 mines which doesn't seem like it is less than the amount of mines you sometimes see. Or would you disagree? 

Yeah, but not all players will be putting Mines back to back. Some/most will go defeat other tankers, etc.

Plus, tankers do get destroyed and get their Mines removed as the result. 

But I think 25 Mines is kind of a lot too. So how about up to 15 Mines per player?

Share this post


Link to post
Share on other sites

21 hours ago, asem.harbi said:

Thunderhunter please I want to see a one argument from you without showing the other side or the bright opinion. Honestly I haven't excluded a one pure opinion from you, I don't know what you like or don't like, you always put all of the other opinions/bright sides in your arguments. I dislike Hopper. Yellow like Hopper.

The points given by me are just some things that I currently know about the gameplay/mechanics.

I do agree about things like Hopper's overpowered effects with Crisis, some of the new over-powered Augments, ...

So I just like to say what we can do to handle them, while they are overpowered. But I would like them to be balanced. 

Share this post


Link to post
Share on other sites

6 minutes ago, thunderhunter123 said:

The points given by me are just some things that I currently know about the gameplay/mechanics.

I do agree about things like Hopper's overpowered effects with Crisis, some of the new over-powered Augments, ...

So I just like to say what we can do to handle them, while they are overpowered. But I would like them to be balanced. 

You're right I'm sorry of being attacking in my above post

Share this post


Link to post
Share on other sites

23 hours ago, wolverine848 said:

1) Mine damage has been decreased

2) What about the "miner" drone?  Max 5 mines?  Waste of a drone.

3) What about Saboteur drone?  Max 5 mines? see above

4) I've seen mines placed close together both explode.  So if a tanker happened to place a string of mines all 2m from the next one they could all explode now.

1) Not to the extent that players can survive 3-4 mines or more in the extreme cases to which I am referring. 

2) This can be resolved.

3) This would be an exception, but once you place the mines using miner, you then do revert to removing mines if you place any further mines. 

4) But is this actually the game mechanics? Because if a tank is going over mines that are close together it makes sense that the mines detonate. It might not be the case.  

Share this post


Link to post
Share on other sites

2 hours ago, thunderhunter123 said:

Yeah, but not all players will be putting Mines back to back. Some/most will go defeat other tankers, etc.

Plus, tankers do get destroyed and get their Mines removed as the result. 

But I think 25 Mines is kind of a lot too. So how about up to 15 Mines per player?

I'd settle for maybe 7 mines at any one time? Or possibly slightly increase the flag's mine radius, and then introduce 10-15 mine limits? I just don't find the (albeit rare) situations where the flag is totally blocked by a flood of mines to be good for gameplay. I know usually this doesn't happen in most games. 

  • Like 1

Share this post


Link to post
Share on other sites

On 5/19/2021 at 12:44 AM, cosmic666 said:

Wrong, FLYING MONKEY has no problem at all, it's as if the mines do not exist.

Ask maf for conformation, he is usually on top of a wall with his legal hack

Wall climbing aside, hover hulls do have an advantage where, when coming across a minefield, they can bounce up on the first mine and fly over the rest of them. This is particularly effective with lightweight augments. A normal hull is less likely to skip over mines, and more likely to flip from the impact force.

Share this post


Link to post
Share on other sites

Many times I dodge a Mine with my Hopper while I seemingly touched it. I think Hopper should have an invisible/imaginary string under the hull which can touch and explode the Mines under it.

But it's not literally as one can imagine, more than 90% of the Mines I cross over, they damaging me. And for sure Saboteur Mines kills me.

Hopper can't climb a straight wall like the buildings, and it's not that easy to climb the map borders wall. The most obvious thing is it can jump over them

Share this post


Link to post
Share on other sites

 

On 5/18/2021 at 10:23 PM, DestrotankAI9 said:

I think nerfing mines would make the mining drones (Saboteur/Miner/Camper) a bit too weak IMO, though I do agree there is a problem. Maybe they could get a slight nerf. but to be honest I think the biggest problem is the large maps in CTF - I think CTF/RGB in MM should be max 8v8 or at most 10v10 - it is nearly impossible to cap in 12v12+ CTF and in those modes you see even higher numbers of mines which adds to the problem.

In general 12v12 + CTF is bad, but if you are in a smaller CTF game you can take a note of who is the player generating all the mines and kill them (usually a player using Saboteur) however in a larger match there are often a few of them so it isn't practically possible to kill them all.

Maybe a slight nerf to the mining drones, but IMO the biggest change that needs to happen is that we need to get rid of the 12v12 and 14v14 CTF games from MM, which simply do not work. Playing these modes is basically TDM, most players don't even bother to cap because they know its impossible, unless your team heavily overpowers the enemy team. In the smaller capture games, you can kill the mining players and that is the solution there.

I agree with you here. ALthough I generally try to remain faithful to the topic I post; this relates to the problem I am discussing. Just liek in siege, where a team of 12 only has a single point to defend, if the team sizes are "large enough" (currently undefined), then there should be two, not one, point for the offending team to bring flags to. Both for CTF and siege. 

 

Edited by r_Fish.tank980
Removed paragraph that describes an image as I cannot C+P images into the forum.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...