Landmines were a very important in WW2. Yet, for the most part they are fairly absent from the game because you can only carry a single mine per squad member. In addition, a fair number of players dislike them because it slows them down from getting into a fight and getting points (even though that’s literally their intended purpose: to slow down and thin out attacking forces).
What I propose is that mines can be disabled by interacting with them while just outside of detonation range (similar to deconstruction of fortifications). If disabled in this way, the player gets +30 points. Equivalent to getting a kill, as had it gone off, generally thats a kill worth 30 points, so it should be balanced.
In addition, add another pair of backpack options, a small and a large, in which players can carry additional mines. Small gives +1 mine slot, and a large gives +2 mine slots. While this is useful to create larger minefields that can often be essential to holding awkward flank routes and such, they will also allow players to make more effective use of TNT, being able to connect multiple pieces to a single detonator.
Lastly, give tanks the ability to trigger Anti-personnel mines, giving them +15 points per. This gives tanks another reason to leave the greyzone and help their team move forward. Clearing AP minefields could prove to be fairly worthwhile for a tank if players were able to set them up more effectively.
Overall, it adds more to a dynamic feature of the game.
3 Likes
Not sure it’d be healthy to the game to add a backpack with more mine slots but I think triggering AP mines with tanks and getting points for it is a good idea since it was and still is an IRL thing tanks do
Tho now I’m thinking about how scary it’d be as the Germans if flail tanks got added to Normandy
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Yet having grenade backpacks with 3 frags, molotovs, or White Phosphorus IS healthy for the game? Mines generally only kill 1 person/ mine (with exception of AT mines, but that wouldn’t occur as often). Mines are much easier to counter once you figure out the area is mined. Mines are cost more logistics orders generally. So let me do this quick comparison for you:
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Using a 9-man rifleman squad. You use large grenade pouches on each, and fill them with frags (Logistics cost total is 5 silver orders per soldier), each could average 2-3 kills. This is the potential for 54-81 kills with that full set, and can be used offensively or defensively.
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In comparison, that same 9-man rifleman squad. Using Large mine pouches filled with AP mines (Logistics cost total is 8-9 silver orders per soldier), each averages about 1 kill (if they have the vitality perk, it will usually only knock them, not even kill them). This is the potential for 27 kills with a full set, and really can only be used defensively.
SO. Considering that majority of players would still simply opt for grenades rather than mines, how exactly would that hurt the game?
1 Like
well thing things thus far
- i think that mines should just take up a back pack slot
BUT
- the effectiveness of bags , grenade, ammo and bag should be a more class thing
snipers, mg gunners and rifle man should get more ammo from ammo bags/pouches
assaulters , medics and flame troops should get more from the grenade bags (might have to change around the grenades alil with the other classes(might even have to have a grenade pouch to just hold one? and a large only gives two?)
engineers, AT troops and tankers should get 2 extra slots from a small bag and the full 4 slots with the large bag (small bags on all the other troops should only increase 1 for small and 2 for large (maybe even add a extra heavy weapons ammo as a item)
I sincerely disagree. Going the route that you are suggesting would only make the balance divide of squads that much larger. The metas are absolutely atrocious as is. This would only make assaulters, flame troops, and MG squads that much more powerful, rather than actually helping to bring a balance to the game.
Ammo bags have their place.
Grenade pouches have their place.
Backpacks for more medkits have their place.
Mine pouches have their place.
I don’t think restricting certain character types to only really benefit from certain loadout options is a good solution.
For a really good example: an assaulter squad can make use of diversifying its bag setups. Some can have grenade pouches so they can frag out areas that need it. Some have ammo if they have weapons that can really benefit from it. Lastly one of them can have a mine pouch with multiple TNTs to blast out the front of a heavily fortified position. Using a mix of the bags is useful!
you not restricting any soldier from using any think
you jsut letting some get alil more out of bags while also reducing explosive spam
while also letting engineers have more then one tnt or mine
Still don’t think giving a certain bonus based on character type on something intended for majority of types is a good idea. It still creates forced metas.
Forced Metas = Bad Ideas
so all the other classes become better while assaulters stay the same. thus breaking the “assaulter spam meta?” by making other classes better?
Staying with the ACTUAL topic, adding bags for mines would technically be something all classes except flamethrowers, RO, and pilots can take advantage of. When used well as a defensive side, it may counter rush spam classes.
Please try to stay on topic rather than derailing the discussion and baiting others including myself into going off-topic.