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Mines again.

Started by Blank Man, June 06, 2008, 08:23:48 AM

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Blank Man

I was thinking about CT mines, and I couldn't help but re-visit the subject on the forum. If any of you have played Lost Planet, you may have a better understanding of what I'm talking about than others. In LP multiplayer, there is a type of grenade. Don't remember what it's called, but when you throw it, it sticks to the surface it meets first. I was thinking you can apply that sort of thing to mines to possibly get them into places a merc can't exactly reach. Examples: vents, ceilings. This could also help speed up the mercs moves. So if he plans to plant a mine urgently while someone is hacking, he can throw the mine, to not waste as much time as treading down to the wall, placing it, then going back.

Blank Man

Since this may be alittle overpowering, the throwing can be unaccurate, to make the move not so strong on the merc end, yet add quality.

goodkebab

#2
Mercs are suppose to be slow,  and mines need to be in easy to see places that spies can easily disable by hand using stealth.


Blank Man

Well, if the spy can't reach the mine, the mine can't reach the spy  ;) So the merc just needs to be smart where to place.

neth

QuoteI was thinking you can apply that sort of thing to mines to possibly get them into places a merc can't exactly reach. Examples: vents, ceilings.


This is really bad idea. It would allow mercs to completely block spies in crucial places.

Succubus Dryad Of The Undying Comet

Quote from: Blank Man on June 06, 2008, 10:58:37 AM
Well, if the spy can't reach the mine, the mine can't reach the spy 
Ceiliing mines + low corridors = fail.

Symbiosis

#6
i think that's stupid
if there were that in CT or PS it would be so easy for merc
by example ure playing on club house (or lakehouse) u stick a mine in the vent above garden (hope u know which one i mean) and one into roof in hall. if u do that, spies just cant get out of their spawn point.
Meh?

Tidenburg

Shooting mine with the spy laser should turn the light green and temporarily disable it instead of blowing the thing up.

frvge

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.

Gawain

Quote from: Tidenburg on June 06, 2008, 06:51:21 PM
Shooting mine with the spy laser should turn the light green and temporarily disable it instead of blowing the thing up.
yeah that's an interesting idea.

Westfall

Quote from: Tidenburg on June 06, 2008, 06:51:21 PM
Shooting mine with the spy laser should turn the light green and temporarily disable it instead of blowing the thing up.

Interesting, but chaff already disables mines. Plus, the satisfaction of blowing up a merc with his own mine is priceless.

Gawain

how about 1 ss shots disables the mine, and 3 shots blow it up?

Westfall

Quote from: Rambo on June 06, 2008, 08:14:20 PM
how about 1 ss shots disables the mine, and 3 shots blow it up?

I don't agree with shooting the mine disabling it.

Gawain

well atm the mine placement is kinda restricted as you have to place them behind corners, and this way if you place them in the open at least you aren't punished by loosing the mine.
imo disabling mines is way too fast/easy for aggro players with just shooting at them and chaff going through all materials.

Farley4Fan

Quote from: Tidenburg on June 06, 2008, 06:51:21 PM
Shooting mine with the spy laser should turn the light green and temporarily disable it instead of blowing the thing up.

Funny that when I suggested something like this awhile ago most people said "OMFG HELLZ NOES!!"

At the op, hell noes.  lol