View Full Version : Reduce mine cost?
Dr_Funkenstein
1st Sep 06, 7:36 AM
READ BEFORE VOTING
There are many ways to defeat and detect mines (crab flail, mine detectors) but the cost and time to deploy seem to be prohibitively expensive. A decent minefield is 5 units - 125 munitions which can be detected and then destroyed by any tank or artillery!
I am proposing a 5 point reduction in eng/pio mines and a 15 point deduction in AC mines. So eng/pio mines would cost 20 per unit and AC mines would cost 35.
In addition, eng/pio mine detectors would be reduced from 50 to 40.
I hope that in doing so you will see more players use mines and mine-countering units.
fldash
1st Sep 06, 7:42 AM
I voted for a slight reduction. As it is now, I never use them because unit upgrades are way more important.
I'm of the ilk that any kind of defensive emplacement is temporary in nature and easily avoided by a decent player. However, if enough defensive emplacements are erected, even a decent player must travel down the road allowed him (usually into an ambush or chokepoint). What this means is that defensive emplacements must be spammable. Sandbags, Wire, and Tank Traps are "free," costing only the time requirement to set up but Mines, which do damage, are prohibitively expensive.
I'm all for things that do damage to cost somthing but right now, 25 Munitions for 1 little patch of mines is too much. When mines can simply be blown to smithereens by artillary, tank shells, mortars and everything else that can explode late game, their usefulness is very limited. They already take awhile to set up, so they already have a cost in time but I believe 15 or even 10 Munitions per mine is fair. Laying mines should not bankrupt your Munitions. Laying mines all the way across the bridges in the SP Demo cost over 800 munitions and took roughly 4 minutes with 3 Engineers. Those kind of resources (and the time it took to do so) is absurd. The mines get wasted on infantry and a ton of them detonated prematurely due to rounds being shot into them.
Halving their cost would make them defensive tools worth using but currently, they're overpriced stickybombs.
c4dillon
1st Sep 06, 8:26 AM
I voted to keep the price as is mostly because they do a very good job of stopping infantry too. I do wish their power was increased against vehicles, though - for as much as they cost and the relatively small area they cover if a tank drives over them, they should be damaged quite a bit or disabled.
FatalTheRabbit
1st Sep 06, 8:41 AM
No way. If you do all vic points will get spammed with mines. They are good vs anything up to heavy tanks. Increase mine damage against tanks... make them deal engine damage or something.
fldash
1st Sep 06, 8:46 AM
I'd be fine with increased damage to vehicles at the current cost.
Agdune
1st Sep 06, 9:04 AM
I've never found mines to be any major trouble, though one or two put in the right spot can really mess up an attack. As is, I rarely ever use more than one or two in the entire course of the game, and that's if I'm swimming in munitions and am worried about a certain area coming under attack, and even then only because they can buy you a few seconds.
FatalTheRabbit
1st Sep 06, 9:15 AM
I use them all the time on semois. They screw harassers up majorly.
DrunkenOne
1st Sep 06, 9:15 AM
If anything mines are terribly overpowered and need to be nerfed, not boosted. For 25 munitions, lay them in a good spot, and you kill a 280mp/25 fuel armored car.
Sepha
1st Sep 06, 10:22 AM
If anything, they should consider increasing the cost of mines. These things have insane damage to infantry and destroy AC's aswell, almost always damage a tanks engine and your engineers are gonna have a hard time clearing them away when they're scattered all over the front line where all hell is.
Mines kill Light armor in 1-2 shots. Mines should look like something like 35-50 munitions instead of 25. 25 for a 1shot kill on a Armored vehicle worth 5 times that amount in MP/Fuel is simply rediculous.
If Mines get a increase in price, then they should effect Heavy Armor slightly more than they do now. A sherman or a Panzer running over a mine takes almost no damage, but there's engine damage. It should do slightly more damage I think.
c4dillon
1st Sep 06, 10:28 AM
Mines kill Light armor in 1-2 shots. Mines should look like something like 35-50 munitions instead of 25. 25 for a 1shot kill on a Armored vehicle worth 5 times that amount in MP/Fuel is simply rediculous.
If Mines get a increase in price, then they should effect Heavy Armor slightly more than they do now. A sherman or a Panzer running over a mine takes almost no damage, but there's engine damage. It should do slightly more damage I think.
I agree 100% with the second part - less deadly to infantry moreso to tanks I would like to see.
On the first part I'm curious since I haven't paid too much attention or it happens too fast - is it the norm for engineer mines to take out ACs/Halftracks if they run over just one 25 mu patch of them?
DrunkenOne
1st Sep 06, 10:36 AM
I agree 100% with the second part - less deadly to infantry moreso to tanks I would like to see.
On the first part I'm curious since I haven't paid too much attention or it happens too fast - is it the norm for engineer mines to take out ACs/Halftracks if they run over just one 25 mu patch of them?
Its weird and I guess hard to tell how many you are running over at once, but I think 1 25mu 1 mine will nearly kill a puma and will definately damage/destroy the engine. I think it does like 2/3+ damage to it.
c4dillon
1st Sep 06, 10:42 AM
Its weird and I guess hard to tell how many you are running over at once, but I think 1 25mu 1 mine will nearly kill a puma and will definately damage/destroy the engine. I think it does like 2/3+ damage to it.
Yeah, that's what I'm wondering, and now starting to be curious about whether once you lay three mines down if they act basically as one or if it's possible to run over individual mines... Testing it would be cool too if anybody is up for it
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