Main Menu

Poison Mines

Started by Westfall, April 04, 2008, 03:28:14 AM

Previous topic - Next topic

Should Poison Mines stay or be removed in PS

Poison Mines should stay
23 (82.1%)
Poison Mines should be removed
3 (10.7%)
More discussion needs to take place before it can be determined
2 (7.1%)

Total Members Voted: 27

Voting closed: April 18, 2008, 03:28:14 AM

Westfall

A lot of speculation over the idea of Poison mines being removed from PS. Lets see if we can determine anything from this poll. 2 weeks (from post date) before it closes.

Farley4Fan

Why completely remove them?  That's what I don't get.  If anything, give it a boost.  With all the removal of team healing/syringes (whatever is decided), it gets a significant boost.  It's like what is happening now with Phosphorous nades.  Instead of going the Ubi route and removing them, we are doing the smart thing and making it a useful gadget.  When I say "we" I mean the community suggesting things to make it better.  And now the Poison isn't useless anyways, so a boost isn't particularly in order - But it will still most likely get one.

Overstatement

Make laser visibility less than one meter. It's absolutely silly to be able to look down a hall with thermo and see all the lasers.

Farley4Fan

I agree.  This is one reason why I hate the fact that people use thermal for navigation, they can see everything without slowing down at long distances.  But that's another story.

VaNilla

Keep Poison Mines, adds variety, although I think they need a bit of a boost in power.

BurningDeath

Looks like someone just got pwnt.

Gawain

if you don't change poison mines in some other way than lowering the killing timer, i'm for removing them.
however, i'm sure there are some ways to seperate them more from traps give them a boost in places you can simply jump over or dive beneath them. these are changes that i think are worth to look into:
-lower/remove visibility of laser in thermal vision
-allow placment with adjustable angle or 2 seperate lasers / mine
-remove mutual healing
poison mines could be an interesting gadget, but don't forget that there could (and hopefully will be) way more variety anyways just by fixing proxy mines, laser mines, spy traps and chaff.
i also think spytraps and presence detectors could use some changes.

Tidenburg

Quote from: Papa Skull on April 04, 2008, 04:57:31 AM
I agree.  This is one reason why I hate the fact that people use thermal for navigation, they can see everything without slowing down at long distances.  But that's another story.
Yea, I liked DA's method where moving distorted it (even though it was a tad extreme)

Farley4Fan

Rambo, with good placement, you can neither jump over nor roll over traps.  In a doorway, about 3 feet from the ground.  Only way they'll get by it is chaffing it and that gives away their position, which is fine by me.  You guys should definitely try using them against aggro players, works nicely.

Gawain

papa stfu, i'm not stupid. ready my posts before you post bullshit. i clearly stated that poison mines work well in places you can't jump over them (or crouch beneath), eg door frames etc.

Westfall

Quote from: Rambo on April 04, 2008, 06:15:08 PM
papa stfu, i'm not stupid. ready my posts before you post bullshit. i clearly stated that poison mines work well in places you can't jump over them (or crouch beneath), eg door frames etc.

You were also stating similar things in the other thread where you wanted them removed, came here, and said how they should be changed, which is what most of us have been saying for a while.

Farley4Fan

1) What I posted was not bullshit.

2) You admit that they are useful and work well.  Then why do you still to this day ask why they should be kept in?  Don't ask for reasons why they add to gameplay when you already know some reasons.

3) A lot of things could use some changes.  But adding angle customization is the worst possible way to change either poisons or spy traps.  We've already discussed why that would be bad for gameplay.  Maybe it wouldn't be the worst but it's not a good way to boost them.

4) Glad to see that you see it our way.

Gui Brazil

voted for it to stay.

Vega

Definitely keep them.

Gawain

Quote from: Papa Skull on April 05, 2008, 01:07:39 AM
2) You admit that they are useful and work well.  Then why do you still to this day ask why they should be kept in?  Don't ask for reasons why they add to gameplay when you already know some reasons.
i never stated that poison mines aren't useful. i stated that poison mines are useful in almost the exact same places like spy traps and that this is gadget overlapping.