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Question/idea

Started by Roberto1223, May 26, 2009, 11:21:43 AM

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Westfall

Quote from: Spekkio on June 10, 2009, 02:55:18 PM
Poison mines should be more deadly (kill in 10 sec vs. 15) and have a much shorter range than spy traps...figure slightly longer than laser mines. If the laser will extend further than its effective range, you shouldn't be able to place it.

Would solve the problem of certain areas being "locked off" by poison mines (Deftech building C, Orphanage storage, etc).

I can agree with this. Although I don't think they need a boost, changing beam length and timer is a nice solution.

I recognize your points Rambo, but they seem to contradict themselves. You do say that poison mines are not too deadly, which makes Them weak, but no where do you say anything about laser mines being weak. Also, poison mines are user friendly or noob-friendly. They serve that same function as laser mines do. Another addition, just because there are more than one beamed gadget does not mean they both need a boost, you are correct. However, it does not justify cutting a completely useful and diverse gadgy from the list.

Gawain

well, if you don't cut them from the list they need serious tweaking. i'd say half the range and 10-12s kill timer. it would also make sense to change the look to something like a proxy/laser mine frame with some other module in it. laser mines should also blow up rather instantly.
on spytraps: i think they should keep their long range and get boosts like
-laser only visible from very up close in thermal vision so that spies actually run into it by accident
-increase amount of simultaniously placable traps and start loadout both to 5 (backpack 3/3)
-allow more creative placement eg on the floor, with a different angle than 90 degree etc
-make presence detectors more silent or remove noise at all and replace it with some thermal blinking
this way spytraps get a sneaky very versatile tool for tracking down spies instead of something to block off certain pathways on maps with bad camnet coverage.

Farley4Fan

Also, while we are talking about poison mines, I say that poison mines be the one type of mine/trap for mercs that can be placed basically anywhere.  It can be placed on one end of a large room but the range is only as big as the devs want it to be.  I say about a 60 feet range where the poison dart cannot reach.  It will lead to more strategic placement and variety. 

Maybe the laser goes across the room but the dart only goes a set distance.  That way spies can disable poison mines by activating the dart by crossing the very end of the laser (if it's a long laser beam).  Maybe it should make a slight noise?  Maybe the effective range of the poison dart shouldn't be visible and just something for the players to judge?  Instead of an indicator, like the laser stopping 60 ft. from the mine, I say leave it up to the player's judgment abilities.  Does this look like 60 feet?  Should I chance it?

I think it's more immersive and smart to do it that way.  my deux scents

frvge

Then it makes it a game of guesswork instead of strategic outmaneuvering.
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.

Spekkio

QuoteAlso, while we are talking about poison mines, I say that poison mines be the one type of mine/trap for mercs that can be placed basically anywhere.  It can be placed on one end of a large room but the range is only as big as the devs want it to be.  I say about a 60 feet range where the poison dart cannot reach.  It will lead to more strategic placement and variety.
That's the complete opposite of what I suggested.

Westfall


Farley4Fan

So what?  Compare them then. 

My points:

-it makes the poison placeable anywhere, but keeps its range the same

-makes the mine a unique choice and could lead to strategic placements

-gives spies a chance to silently disable the mine if they know how far the mine is away

-the mine could actually be made to hurt the spy more depending on how close the spy was to the mine, and not at all when at a certain range.  (like it has been talked about)  So that eliminates the guessing game.

-maybe the laser shouldn't go all the way but instead fizzle out when at the designated range so as to eliminate the guessing game.

Your guessing game point was valid but there are ways to work around that, correct?  I'm just trying to brainstorm.  It can work.

xXxDREDxXx

give it a rest and stop bitching about the mines their fine the way they r.  :P

Farley4Fan

you bumped a thread to say "give it a rest"?

hehe, nice.

xXxDREDxXx

i wasnt talking about u lol. mainly the other ppl

VaNilla

His point was that the thread is already arest :P.