I proposed a 5 seconds placing animation, a whiiiiile ago.
It would have been adequate as it would prevent spam in the middle of a firefight. We got this instead. Not what I would have chosen, but I’ll take it…
I proposed a 5 seconds placing animation, a whiiiiile ago.
It would have been adequate as it would prevent spam in the middle of a firefight. We got this instead. Not what I would have chosen, but I’ll take it…
well i would rather have friendly activation(with or without friendly fire) and destroying rally point if enemy mine is placed within 5-10m of that rally point.
I would take that as well, WITH a short placing animation. It’s absurd to drop them while running…
Everything must be done while running.
If you stop running for 2s, you are a filthy camper.
Gotta go fast
I would argue if it was trip wire mine there would be a sense to add a animation but a anti personnal just need to be on the ground.
If even grenades have the pin removal animation, why AP mines do not?
And trust me, you wouldn’t want to just DROP a live mine activated by the slightest vibration…
Last time I’ve checked dropping on the ground an armed impact fuze wasn’t the best idea.
(Well, not exactly an impact fuze, I don’t know how it’s actually called. But the mechanism is close enough for this comparison. )
Bringing the old “values” back would be great. There has to be a 3-5 sec. animation when deploying them, but the mine nerf now is unbelieveble stupid.
They are next to useless right now. The only usefull way is to mine rally points - and thats now my main use. I really dont care how nasty that is because they made one nice tool for a last defence next to useless. Change my mind and name me one usefull use with those bad values.
Maybe the ap mines are still o̶v̶e̶r̶p̶o̶w̶e̶r̶e̶d̶ … I mean good … combined with an AT mine, some TNT and a nuke. Maybe then you can archive something…
Placing a mine in the door? No problem, just run over it and nothing happens (just some scratches).
+15% sprint speed? Even better - run over it and absolutely NOTHING happens.
Those people who told that the mines are OP really had to take closer looks in rooms etc. Enlisted is a more or less fast game, but you have that one or two seconds to scan a stupid door or room.
I also often stepped on mines , but 50% could be destroyed by seeing them.
I always wonder WHY people are too lazy to LOOK.
This
When I actually step directly on them they kill me now
None of this claymore tripwire 2-3m away BS
Nature is healing then
As I said:
USELESS.
They never exploded that far away. You had to come very close (~0.5 meter).
if that happens, i would appreciate my AI also placing mines over the next 10s or so. In such case the AT mines should be buried more, mines only placed on compatible ground, and limit mines to the appropriate classes.
the whole approach to nerving AP mines was incompetent.
instead of stupidly nerfing something, change the way its applied so its still strong but less common.
the optimal solution would be to either limit them by number within a squad (only 1 AP mine and infinite AT mines) or limit it to specialists (engineers, AT gunner, snipers and mortar men, as i recommended in a video once).
this way AP mines remain logically and immersively implemented and their spam gets strongly reduced.
for the people crying “oh noo but muh engineers become OP now”
thats an incomplete assumptions. because buffing somethjing doesnt mean automatically it becomes oppressively strong.
and since enlisted players are chronically allergic to using engineers, anything that increases their appearance frequency is very much needed.
Not really OP but overloaded with features/tasks in comparison to some other classes. At least imo.
and thats not a bad thing, also thatswhy i posted 3 additional classes to use AP mines.
also class power will align according to a gauss distribution, so some classes will be weak and others strong, some will be very weak or very strong and other will be mid. engineers are at the top of most useful, riders are at the bottom. giving them a useful special ability wont make the game less balanced, on the contrary, it will create more stability as all the lazy/bad players are now more likely to use engineers.
also the “fix” done 4 days ago was due to DF being lazy as all they did was sit down for 2 min and change some numbers in the code. the best solution would be a either what i proposed (also just a few minutes of work) or making mines detectable and defusable. but this would mean a LOT of work for a new mechanism so DF wont do that.
It’s wild to see the “mines take no effort to get a kill” argument all over, but not one mention of the mortar squads that can fling 2 inch shells (up to 40 before ammo crates if you get the paratrooper mortar crew loadout) from over 250 meters away without a care in the world.
So, dying randomly to things that are completely out of your control is annoying and not okay… unless it also means the enemy gets to annihilate your team at the same time? What??
I would say “just look for the mines” its totally in your control but, honestly, I’ve never once seen an enemy mine out in the wild, so I get why it could be frustrating… but it’s no more a “free kill” than sitting in spawn with 2 mortarmen and 2 engineers building resupply crates and raining mortar shells a quarter mile out. Which gets me way more kills than the mines ever have. I see single mortar shells getting 10+ kills fairly regularly, sometimes more.
I’m also having a problem with comprehending how something can shell out “free kills” but not be a total game changer for your whole team if used correctly, that seems like a really contradictory viewpoint tbh. Like, they’re just useful enough to be annoying, but the act of annoying you isn’t helping them to win in some significant way? I find that hard to believe.
It sounds to me that the problem that is being described with mines in-game is exactly the sort of thing that happened with mines in nearly every conflict they have been employed in: the psychological damage is greater than the physical damage inflicted on the army as a whole. Which sounds like the perfect argument to make them deal lethal damage, because mines should be scary.
I prefer to make all classes worth using than making X “must have” classes.
Otherwise what is even the purpose of having weaker classes in game? For memes? I guess you will say “for more choices” or something like that. But imo a choice what car to race in: a ferrari or fiat punto is not really a choice. Things need to be goo enough to be a valid choice.
Also some players not taking engineers is a mentality issue. They want to shoot, not build.
I think he only way to “fix” this is making rally points instant and available to everybody, not only engineers. Still many ppl won’t build them probably.
yes, ive been saying rally points need to be droppable instantly by engineers and other classes should have the old long building time (as a special function, without hammer). this would increwase the amount of rallies in the game instantly by multiple times.