Compromise (Overhaul) For Mines

Players who wish for a more realistic version of mines in Enlisted (or just want their enemies to suffer) want them to return to their infantry deleting glory, while players who wish for more balanced and intuitive gameplay (or just don’t want to explode every 3 steps onto an OBJ) want them to remain nerfed.

I propose a compromise that I think could satisfy both sides, while also inadvertently bringing new life to the Engineer soldier class…

Create a buffed version of mines that exist solely as a buildable for Engineers (any Engineer, like with sandbags, rallies, and wire).

The buff(s):
Currently, mines place with the majority (or all) of their structure completely exposed above ground, for balance reasons. I suggest letting the buildable mines place in a more realistic position, with the bulk of their structure being underground and just the “sensor” piece of the mine exposed (the 3 prongs on the German S-Mine for example). I also suggest they return to their former damage values, making them more realistically consistent in taking infantry out of the fight.

The trade-off:
Currently, mines can be given to any (and every) soldier in a squad, making them available en masse and easy to just spam everywhere as they also place instantly. As previously mentioned, I propose making them only available to the Engineer soldier class and only as a buildable. This could be implemented similarly to the additional radio calls and be initially available only to the Engineer SQUADS, with the available upgrade in the Engineer I class tree to make them available regardless of squad. They should also have a reasonably long base build time (I’m thinking similar to a rally point) to deter spam building them, as well as a set limit per player (Maybe 4 AP and 3 AT mines)

As I type this out, I realize this opens the door for a whole new Minesweeper mechanic for both vehicles and infantry… Write that down…

Anyways, that’s it. As always, balance should be the priority, so this can be tweaked as necessary. But I think it could satisfy both sides of the mines debate, and double as a nice revitalization of the Engineer.

12 Likes

I think that engineers should instead get three of whatever mine is equipped in the mine slot, similar to how partisans are with tnt.

6 Likes

Nearly everything in Enlisted in terms of weapons would be perfect if it had compromises. Sadly, Enlisted’s core design about player’s open choice only screw things up.

Examples: grenade launchers, explosion packs, grenades, impact grenades, anti personnel mines, phosphorus grenades, flamethrowers, mortars. If all these weapons retained their pre nerf damage which was closer to how they should perform according to gathered data, but limited to certain classes and situations, in a sort of a MMORTS style. That’d be a very harmonious Enlisted. But it exists only in my dreams.

4 Likes

This could work and would probably be easier for the Devs to do, since the mines already exist in this form. Would still need to set a placement time on them, though. Otherwise, there’s not enough trade-off to spamming them.

2 Likes

Agreed. Asymmetrical balance is the route Enlisted should have taken from the start. It’s the most realistic form of balance, and they can adjust from there instead of continuously re-tweaking weapons/gear/vehicles to break metas.

Unfortunately, we are now years down the path of trying to create a symmetrical balance in the game. If one faction gets a new weapon, opposing faction(s) get one just like it. Whether that weapon ever actually saw a battlefield or not. It’s quite too late to go back now, without another major overhaul like we got with “The Merge”.

I think that’s what Enlisted needs, another major overhaul, but it’s hard for Devs to justify that kind of time and money investment when the game still is not growing (despite what they tell us)

2 Likes

Limits are gay according to devs and “the average” Enlisted players…
Even though it would solve many issues in the game.

3 Likes

Could “sell” it to them as a buildable with a high resource cost instead then. Instead of a hard limit, they just can’t build many because the Engineer runs out of resources to build with.

The illusion of limitlessness

maybe?

I mean this would be very fun, however even I, a true enjoyer of AT mines, think 18 AT mines per engi squad might be somewhat hilarious overkill, like dont get me wrong, would 100% use it, and it would be glorious, but some tank mains might get annoyed about it.

1 Like

I have done this in one of my mods, the three mines are honestly balanced quite well and really don’t affect gameplay very much.

I mean, I think that it would still work tho. I would rather have something be unbalanced but reward smart/creative gameplay instead of something beong op and reward braindead gameplay.

1 Like

HVAR and Calliope rockets

1 Like

The funny thing, I really NEVER had a problem getting killed by AP mines. Why, I guess I learned, improvised and adapted to them, which wasn’t hard to do, but apparently was for many players.

It only takes a little common sense to avoid AP mines. Where are 90% of them placed? Doorways, stairs and the most common path between two cap points. Not hard to figure out, and not hard to avoid. Don’t take the most common route, use the windows as opposed to doors, and either wait till someone else uses the stairs, or send your most expendable dude first. Easy peasy. :yum:

1 Like

I think that mines could be just as they were but a perk could be added that would make them easier to avoid or something

I suggest providing buildable mine field for engineers
The structure itself is a mine sign that takes wide space to deploy
After finished it will spawn a few random mine nearby, as an noticeable threat to slow down enemy
And yes, this idea is stolen from COH2

2 Likes