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Poison Mines

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

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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

Spekkio

Quote from: Overstatement on April 04, 2008, 04:55:28 AM
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.
I agree 100%. A lot of people whine about MT being overpowered, but thermal w/ high post render is OP, too.

As for poisons: lower the timer from 15 sec ---> 10 sec, and lower the absurd distance of the trip laser (goes for all laser-type devices).

AgentX_003

#16
Quote from: Spekkio on April 05, 2008, 10:34:45 PM
Quote from: Overstatement on April 04, 2008, 04:55:28 AM
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.
I agree 100%. A lot of people whine about MT being overpowered, but thermal w/ high post render is OP, too.

As for poisons: lower the timer from 15 sec ---> 10 sec, and lower the absurd distance of the trip laser (goes for all laser-type devices).

seriously screw that about the lasers, and go with B1narys original idea of the mine shooting a dart , its a new concept and works just as well , if not better then a dinky laser

that way you can have pick off points, if you get shot in the neck its instant death ,leg torso about 50 percent.

similar to how a merc snipes ya, half health if you get shot in the neck and finally a headshot to finish the job =/.


-Thanks Murdy for da Sig <3  xD

Farley4Fan

Quote from: Rambo on April 05, 2008, 04:45:52 PM
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.

It's not gadget overlapping because they work similarly or in the same places.  If you go by that logic you could argue that flares/p.nades/frags are all overlapped, which they aren't because they have very different uses.  And I'm pretty sure you've asked for reasons in other threads about why they add to gameplay and how they are useful.

I <3 U

Quote from: Rambo on April 04, 2008, 06:15:08 PM
i clearly stated that poison mines work well in places you can't jump over them (or crouch beneath).

No shit sherlock  ;)

HeroFromHyrule

I'm all for lowering the timer on how long it takes to kill the spy, and I definitely think the visibility of the laser should be lowered.

Quote from: AgentX_003 on April 05, 2008, 11:13:01 PM
seriously screw that about the lasers, and go with B1narys original idea of the mine shooting a dart , its a new concept and works just as well , if not better then a dinky laser

that way you can have pick off points, if you get shot in the neck its instant death ,leg torso about 50 percent.

similar to how a merc snipes ya, half health if you get shot in the neck and finally a headshot to finish the job =/.

I love this idea, I think this would be great if it could be done.

Farley4Fan

You would actually love having insta-death if you got hit in the neck by a poison's laser?  Umm, no thanks.  Try rolling over the laser, but just a tad too soon and dying instantly.  Stupid. 

And tell me, what would be the point to laser mines if this dart was implemented?  It would have no point.  Completely overshadowed by the more powerful and longer ranged poison mine.

InvisibleMan999

I actually agree with Papa on this one.

Laser mines are already very underused. If you make poisons any better, then lasers become useless.

Farley4Fan

If any mine is to be removed, it should be the laser mine in my opinion.  There's really not much of an advantage to using a laser mine over a proxy other than the fact that proxies are audible.  But it shouldn't be removed.  It just needs some discussion and suggestions to make it more useful in its own right.  Same with poisons, although I don't think they need THAT much of a boost or change.  Maybe a slight one - like a few secs shaved off the killing time.  Map design and placement is the key to how effective poisons are.  Take advantage of map design to strategically place poisons.  That's all I have to say.

Gawain

it's way easier to fix laser mines (=>remove delay) than poison mines.
imo poison mines need 3 changes (or should be removed at all):
-slightely faster killing
-way less laser visibility in thermal vision
-way shorter range

HeroFromHyrule

Quote from: Papa Skull on April 12, 2008, 08:15:24 AM
You would actually love having insta-death if you got hit in the neck by a poison's laser?  Umm, no thanks.  Try rolling over the laser, but just a tad too soon and dying instantly.  Stupid. 

Good point, I didn't even think of that.  And I agree that this would make laser mines useless (which are already underused).

Farley4Fan

Why shorten the range of poisons?  If you want a more powerful mine then I suggest not nerfing it.  :D

Gawain

Quote from: Papa Skull on April 13, 2008, 12:51:36 AM
Why shorten the range of poisons?  If you want a more powerful mine then I suggest not nerfing it.  :D
because it allows totally blocking of paths (and doesn't fit in the concept of mines and would be op if the laser can only be seen 1m next to the mine).

BurningDeath

Quote from: Rambo on April 13, 2008, 12:15:25 PM
Quote from: Papa Skull on April 13, 2008, 12:51:36 AM
Why shorten the range of poisons?  If you want a more powerful mine then I suggest not nerfing it.  :D
because it allows totally blocking of paths (and doesn't fit in the concept of mines and would be op if the laser can only be seen 1m next to the mine).
Who says that blocking paths is a bad things? If you can't lock down certain paths temporarily using mines you're pretty much screwed as a merc.

Farley4Fan

^ right, and I wasn't going by if the laser was only visible a few meters away from the mine.  I was talking about full visibility for as long as it goes.

InvisibleMan999

I think there's too much overlap between poison and spytraps right now. If you want to block a path, spytrap should be the way to go.

Lasers need some big upgrades. Instant explosion for one and maybe a bigger radius than a normal mine, so they can cover larger areas.