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Making Mines useful

  1. #1

    Making Mines useful

    I'd love to use my mines, and I like the fact that damage was increased. I don't particularly camp or go on the defensive with mines. I like to create ambush spots. But I find that mines are a little slow to build! And if there is a commander near the mines, he will automatically shoot at it. I suggest that mines not be autoshot at under any circumstance UNLESS you click on them and shoot. This would finish off mines and make them very useful to me.

    - decrease the build time on mines
    - Make mines non-auto-targetable when decloaked. They have to be manually targeted.

  2. #2
    Member
    Join Date
    Oct 2004
    Location
    Melbourne, Australia
    I like to lay mines using gretchin whilst cloaked, but the pathfinding is a bit dumb and if I queue to many mines the gretchin get stuck...

    Mines are really useful though especially near the hq or in that general area for those deepstrike/teleport troops.

  3. #3
    That's the thing though, I don't want to use minds strictly in my base. You can build mines ANYWHERE, and they should be used strategically. Currently it takes too long for mines to be built in that fasion, and are obviously supposed to be used in that fashion as well because you can build them anywhere.

  4. #4
    the idea of making them manual target is a great one! I second it!

  5. #5
    Turret rush + mines in front to counter CC commanders, jump troops.

    SM sniper build with a mine field by the forward LP2's.

    Infil grots mining enemy inner base while army fights in outer, making enemy's reinforcement hell.

    IG bunkering and turrets + mines in chokepoints on take an hold near the crits.

    No real use for mines as chaos.

    Enjoy.

  6. #6
    Elferx
    Guest
    Problem. Delay time for mines to go off is wierd. Till now, i still feel uncomfortable with mines.

    Btw, i think Mines may be an excellent way to counter Eldar FoF dance. What you think? Just an assumption, need somone to test it out.

  7. #7
    Neurophobia
    Guest
    I'm not 100% sure but in my experience mines dont explode if an infiltrated unit stands on it! If thats the case this is the most ridiculous thing ever. Like wha'? Infiltrated units doesnt have weight?
    Mines are excellent to slow down PSM and AT base busters. Just lay them around your HQ for a nasty surprise.

  8. #8
    Member snrjefe's Avatar
    Join Date
    Dec 2004
    Location
    Portland, OR
    I'd like to be able to turn a mine field on and off. That way you could wait until the enemy is in the middle of your minefield before they start popping off. As it is now, once the enemy hits the first mine, they stop and clear out the rest.

    An object at rest cannot be stopped.

  9. #9
    Azdgari
    Guest
    I'm not 100% sure but in my experience mines dont explode if an infiltrated unit stands on it! If thats the case this is the most ridiculous thing ever. Like wha'? Infiltrated units doesnt have weight?
    Infiltrated units DO set off mines. I use mines mainly as a screen around my base in FFA games, to catch scouts and prevent DS near my HQ.

  10. #10
    How much damage DO mines do on average?

  11. #11
    Member
    Join Date
    Jan 2006
    Location
    In a padded cell....
    personally id love to see two things done to minds;

    decrease build times... makes builders less vunerable and gets them up quicker

    allow them to repair... if you could repair mines they would be pretty good...

  12. #12
    I would love to have mines only killable by explosives and artillery. It's probably never going to happen, but it still kind of makes sense. Mines are technically underground, not cloaked like in DoW. It's hard to blow something up with small arms fire when its underground, even when you have an idea where it is.

  13. #13
    Viq
    Guest
    I love snrjefe's idea. Having an on/off switch for them would be absolutely awesome, as long as they weren't detectable at all. That might make them OP, but they would be so cool!

    @ Azdgari

    When did they fix that bug? I don't recall it in any patch notes.

  14. #14
    Fatal1ty
    Guest
    the pathing on mines is a nightmare when you spam 4 of them right next to eachother.

  15. #15
    I like the idea of making small arms fire not being able to kill mines. Any AoE ability that does explosive damage or a big laser, you know, just basicly the obvious things.

    Mines ARE underground after all. And the only way to counter them in the early game are grenade launchers or frags. But in turn they should have low HP, and explode upon death.

  16. #16
    Jay_Davis
    Guest
    Add a special tier 4 mine. It does 100,000 points of damage to everything within a radius of 200 and shows you a really cool looking mushroom cloud. Of course, it can only be built within a range of 100 from your HQ.

    On the real side, right now mines are only really useful early in the game and only on certain maps. The problem is that early in the game your builders are pretty booked with things to do and mines are expensive (for that point in the game).

    Of course, in tier 2 if you could have a vehcile (ie a minelayer) lay a string of mines for some reduced cost, you might get enough of them out to make them useful in tier 2.

  17. #17
    Yes, it's over there. SirNick's Avatar
    Join Date
    Feb 2006
    Most races's mines do 90-110 damage to most targets and 180-220 damage to vehicles. These values are kind of roundabout, and Commanders receive very little damage from mines (usually ~20 damage). Buildings don't take damage.

    IG's mines are wonky in that they do 90-110 damage to vehicles as well as buildings and Commanders (!!!), in addition to the 90-110 to most infantry.

    Mine fields explode every 4 seconds, and there's a maximum of 10 explosions per field. They trigger in a radius of 5 around the field. They take about 30 seconds to build, 20 seconds with 2 builders.

    Hope that that helps.

  18. #18
    That build time is way too long. 15-20 seconds and more fragile mines would be the way to go, so I could use minds in areas OTHER than around my base.

  19. #19
    I think mine fields are useful. For stopping harassment from storm boys. Though I don't like that they reveal themselves when they explode. In my opinion you should need a commander for that. That would make them a better counter for Fire Dragons.

    Though now that ASM and Raps got their Power swords nerfed there is less reason to build them.

  20. #20
    Member The_Guardman's Avatar
    Join Date
    Mar 2006
    Location
    Trieste, Italy
    Yes the buildtime is too long.
    I did'nt know that IG mines damage buildings... Too low damage to be useful, but nice addtion
    Anyway, never seen a IG mine hitting a commander for oblious reason
    All heil Gygax.

    "Cry the Paladin for his mentor, cry the Succubus for her father."
    Thanks again for all of the hours of fun you have give me.

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