Main Menu

Proximity Mines

Started by The Maestro, April 06, 2008, 11:17:21 PM

Previous topic - Next topic

frvge

But this is overpowered IMO.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cyntrox

It's hard to say... It will depends on many factors, for example the size of the room. If it's a big, open room you can run around it. If it's a tight corridor... Well, you're fucked. Hm.

Farley4Fan

Putting mines behind little poles on the floor are going to be even harder to see.  Think of the little posts holding up the deck in Pirates.  It's much easier to see a mine up against the pole.  Again, visibility is a big problem for this.

Westfall

Quote from: Papa Skull on April 13, 2008, 02:42:18 AM
When are you ever looking directly at the floor? 

Well Papa, unless your view is pointed towards your ass, you are usually looking at the floor....seeing as how its a 3rd person view. You practically see the floor most of the time you are playing yea? Also....beeping. Remember, proxy mines go beep beep. If its hidden under something on the floor, it doesn't turn insta-silent.

Quote from: Papa Skull on April 13, 2008, 03:21:25 AM
Putting mines behind little poles on the floor are going to be even harder to see.  Think of the little posts holding up the deck in Pirates.  It's much easier to see a mine up against the pole.  Again, visibility is a big problem for this.

SOUND. The sound is going to be fixed for PS. If you don't slow down when you hear a proxy mine, you kind of deserve to die...no matter where the mine is hidden.

Farley4Fan

Absolutely.  My point was that they'll either be hard to see, or extremely obvious.  So, if they will be so easy to avoid, why even give them the choice to put them on the ground?  What's the point of an obvious mine?  There isn't one, other than they slow down spies a bit. 

Gawain

you guys don't get the main concept of mines: slow down, hinder or kill rushing/fleeing spies. it shouldn't be possible to run around like a maniac spamming chaff at every corner when ever you hear something beeping. you should have to look for mines and plan your actions in this type of game.
without soundloss and bug mines (and chaff still working the way it does in ct), mines could indeed need a boost like this.

BurningDeath

Quote from: Rambo on April 13, 2008, 12:12:59 PM
you guys don't get the main concept of mines: slow down, hinder or kill rushing/fleeing spies.
What about killing careless spies, locking down corridors and vents, 'scaring' the spies, leading them to a different route?

Westfall

Quote from: BurningDeath on April 13, 2008, 07:34:09 PM
Quote from: Rambo on April 13, 2008, 12:12:59 PM
you guys don't get the main concept of mines: slow down, hinder or kill rushing/fleeing spies.
What about killing careless spies, locking down corridors and vents, 'scaring' the spies, leading them to a different route?

This applies too, but because a mine is on the floor doesn't change the fact that you've come across a mine. If it wasn't on the floor, it would be on a wall close to the spot.

The only real flaw is what the blast radius will be of the proxy mine. If you plant in the middle of the floor, you might get killed no matter how you dive away. Then again who would be stupid enough to just jump into one.

Farley4Fan

Quote from: Rambo on April 13, 2008, 12:12:59 PM
you guys don't get the main concept of mines: slow down, hinder or kill rushing/fleeing spies.

Okay, that's why I said this:

Quote from: Papa Skull on April 13, 2008, 08:43:28 AM
What's the point of an obvious mine?  There isn't one, other than they slow down spies a bit.

BurningDeath

Quote from: Westfall-US on April 13, 2008, 07:47:04 PM
Quote from: BurningDeath on April 13, 2008, 07:34:09 PM
Quote from: Rambo on April 13, 2008, 12:12:59 PM
you guys don't get the main concept of mines: slow down, hinder or kill rushing/fleeing spies.
What about killing careless spies, locking down corridors and vents, 'scaring' the spies, leading them to a different route?

This applies too, but because a mine is on the floor doesn't change the fact that you've come across a mine. If it wasn't on the floor, it would be on a wall close to the spot.

The only real flaw is what the blast radius will be of the proxy mine. If you plant in the middle of the floor, you might get killed no matter how you dive away. Then again who would be stupid enough to just jump into one.
I wasn't refering to mines on the floor but to mines in general. ;)

Gawain

papa, if you think mines on the floor are too obvious and therefore suck, why are you still against them? oO

Farley4Fan

No point.  Much like you and your poison mine opinion.  You think they're useless so you don't really want them to stay in the game do you?  I'm not really against it, I'm not really for it.  It's hard to know what to expect from this.  I'm pretty sure they'll be too good or too bad.  Either way, it's not good lol.  If we can find a way to make it work it may make a good addition.  But we don't know yet.  It's hard to tell.


Gawain

i'm not against poison mines because i find no good use for them. the exact opposite is the case, i can use them very  well, but i don't think they are good for the gameplay the way they work in ct.

Farley4Fan

Okay, let's not get into the poison mine discussion here.  Sorry I brought it up.  But think of it my way.  If you think they'd be useless or too powerful, would you think that they'd make a good addition?  The only reasons I think that they'd be good for gameplay is to give the player choice, and that is one reason why poisons are good for gameplay.

HeroFromHyrule

Think about mines in CT.  Most of the experienced players know the regular spots for mines in all of the maps.  There aren't really any surprises with mines usually.  Some people take advantage of this, I know I do.  I find that the most effective mine placements can sometimes be the ones that stray from the "norm."  Being able to plant them on the ground can only give you more options, and I see nothing wrong with that.  Having more options mean more creative mine placements.  Yes, maps will need to be balanced with this in mind, but maps need to be balanced with everything in mind so this isn't an unusual thing.

Being able to plant them on the ground would make things much more interesting.  I'm all for testing it out and seeing how it works.