The AT mines are the first one you unlock in HnG and you are FORCED to use them until you unlock proper AT weapons. Want that in enlisted?
no, my idia is that explosion pack keeps as primary AT weapon, just have mines as an unlockable
Sadly a lot of people wont care about their teammates, i know it sucks but this isnât Post Scriptum or Squad where your forced to be a team player. So you have to incentivize players to work together.
Where did you get the idea that I want H&G progression? I made the point that in H&G mines are still useless. You actually kinda proved my point because AT mines are required for progression and you still never see them used. I only used H&G as an example because it is very very similar to Enlisted.
Iâm pretty sure H&G has bigger maps, (i havenât played in a while i didnât really enjoy it) but yeah if we had mid to large sized maps AT mines could be a balanced addition
But if they never would get used (if they are not made OP enough to be used), why waste development time on implementing them?
I think there would be a niche for the AT mine. I doubt it would be in every playerâs arsenal, but I could definitely see myself equipping mines on my engineers to protect my AA gun and on my tanker to get revenge after being disabled. I doubt they would be as OP as you think they would. If they tracked the tank most of the time but got a lucky ammo rack every once in a while, I would still use them.
If the only thing they do is annoy other players, negativity bias is gonna kick in, as the satisfaction you get is nowhere near the annoyance you cause to the other player.
I donât think that is much of an argument. The same could be said about the dynamite bundles, because I often get one-shot by a cooked dynamite bundle that I never got a notification of, but that doesnât ruin the experience. It is my fault for running into a group of enemies without infantry support, and it would be my fault for not paying attention to the road Iâm on for mines.
Edit: I actually think mines would be a good way to encourage using your commander to see outside of his hatch, because currently gunsight mode is perfectly good enough for tanking, as it isnât worth it to risk a potential crew replacement for slightly better vision.
Iâve already raised a lot of points against mines further up this thread and donât exactly feel the need to repeat myself
You have a lot of irrational fears in your arguments. I doubt a spawn will ever be blocked by mines, because people are literally spawning right there. Saying the MG isnât accurate enough and doesnât have enough ammo to take care of mines is ridiculous, because the MG is almost TOO accurate and has plenty of ammo. Also, mines wouldnât be random because if someone wanted to actually do something with them, putting them in the middle of a forest would not be as effective as on a main road. As a tanker, literally just watch the roads. You donât have to be so defensive because we both want to improve the game, so having these debates is what the devs need so they can see playerâs opinions.
The MGs have 500 ammo while the stat card says they have 1800. You always run out of MG ammo while using them on usefull things, like spraying down infantry, within 3 minutes. There is no ammo to spare. Also, there are plenty of chokepoints where tanks simply can not navigate around which would totally be locked down by mines
The MG situation will be fixed, and there will be a way to gain more ammo in the future, so even if you ended up somehow wasting anything more than 10 shots destroying a mine, its not gonna break the game. And if you can shoot a mine and you spot them, them being placed in âunpassableâ chokepoints isnât gonna be as game breaking as you seem to think.
+1, should be ingame.