By the love of god add a fucking time lock to the objective for invasion

After the CONVERSION, I’m not too hopeful. I just saw some tech “tree” being worked on because magic

(Dont ask how)

And it’s actually worse than their first draft.

And you need to do the same regarding grenades and other explosive ordinance.

They are ONLY lethal to the squad member that you are using at that moment. The rest of your squad is safe from harm.

I see FAR more issues of griefing with grenade spam than I do mine spam. By a very large margin.

You do know that throwing a grenade into the room with a mine will detonate the mine right?

That may be the case, but those choke points only have so much space. Only so many mines can be put in them before you run into the issue of chain reactions.
More people would probably use them outside IF

  1. Defenders actually had time to set up a defense and weren’t instead spending their time running away from the attackers.

  2. If people actually had more than just 1 or 2 to set. The reason they are dropped in doorways and narrow choke points is that they are much more likely to get a kill. The EXACT SAME REASON that you throw a grenade into narrow choke points and small rooms.
    If they had a few more to work with, they would be much more likely to spread them out and cover flank routes, rather than clustering them into choke points.

  3. If you are having so much issue with mines in choke points, why are you not trying to flank? Toss a grenade in the choke point to keep the enemies busy and then move around the side.

  4. Speaking of tossing a grenade in to keep them busy, if you set off a mine with a grenade, it counts as YOUR explosion, resulting in them sustaining damage from it. It works both ways if you are the one to trigger it!

Setting up one or two characters per player shouldn’t be that big of an issue. After all, most players are gearing their guys out with grenade pouches anyways. My anti-mine character is much cheaper than outfitting a grenadier.

What complex dance?

  1. You step on it, you know there are mines.
  2. Either you take your chances and go through it, go around, or toss some grenades/ shoot them/ or run a anti-mine guy through the route.

I don’t see how this is ANY worse than the BS we have to deal with regarding grenade spam.

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I dont need to do shit. Unlike you, I’m not going around asking for more grenades, I’m quite fine with the status quo thanks.

They are ONLY lethal to the squad member that you are using at that moment. The rest of your squad is safe from harm.

Fine by me.

I see FAR more issues of griefing with grenade spam than I do mine spam. By a very large margin.

I don’t. Grenades are a thing which requires player action, a bit of skill, enemy gets a big notification (throw animation, blinking explosive indicator) where the receiving player has multiple active sources of resolution (shoot, run, throw back). It’s an actually interactive part of the game.

Mines are absolute dogshit in comparison.

What’s the matter man, i thought you hated grenade spam? :thinking:

I generally have an issue with mines being not fun as an interactive part of the game with the current implementation and i dont need to see any more of them in the game.

Ok, how would you improve the mine detection interactiveness and realism if you want more mines in the game and not just more doorway grief bs?

Yet half of your solution suggestions involve grenades?

But lets be real now - Simple question: How would you improve the functionality of mines from detection & self-risk perspectives if that was a precondition to getting more of them?

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Of course you’re not. Because the grenade pouches that enable you to carry up to 3 grenades already exist, and correct me if I’m wrong, you probably use them quite a lot. I’m just trying to get the same thing in regards to mines.

Impact grenades and molotovs don’t require you to cook them, and detonate on impact. Impact grenades have a larger blast radius than AP mines. Molotovs, we all know what molotovs do.

Contrary to your belief, proper usage of mines does take a degree of skill, map knowledge, and preplanning.

BOTH grenades and mines can technically be used with low skill, placed or thrown into a general area, and still get some kills. However, AP mines, just like grenades are much more effective when you take some time to use them properly, and can benefit from a skilled player.

As far as detection goes, the most I’d be able to get behind is perhaps an indicator that pops up when you are just on the edge of its trigger radius, so if you are going slow, you can detect it and either avoid it, destroy it, or defuse it (and get some points).

If a player is running through and steps on them, its still should kill.

Pretty much how grenades are now. A warning indicator when they are in close proximity, and they don’t hurt teammates (unless mines are detonated by the enemy).

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OK that’s at least a start, maybe worthwhile to discuss in a separate thread even. Thanks, sorry if i come across as hostile.

I’ve tried bringing it up on its own thread, 2 or 3 times now. However, its only ever met with hostile resistance rather taking the time to discuss it, but by all means, I’ll participate in the conversation on another thread.

Or we could get this:
image

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The only problem with this is it requires tanks to push forward, which with explosive packs enabling any type of soldier to kill a tank with ease, is probably not going to happen anytime soon.

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I don’t know about you, but I wouldn’t approach a 38 ton vehicle with chains swinging at high speed kicking up rocks.

(not from the front at least.)

Actually this would be the perfect assault tank with a shortened barrel.
The swinging chains could stop anti-tank projectiles, destroy mines and fortifications, and delete infantry.

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Tanks already destroy most fortifications by running them over, and they brought back the ability to run over infantry as is.

Yes but swinging chains are cooler.

The funniest thing is all of this has already been tested and proven in BF – lock the next sector/objective for 30-60 seconds to give the defending team a chance to fall back and force them there by a blinking grey zone, while giving the defenders something to do i.e. push the defenders to retreat, gaining spawn points with every non-retreated defender killed.

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How can it be worse??? Noooo dont say that.

I dont remember any feedback that suggested making it worse.

It was pretty clear cut where it needed changing

Nah, I mean, I think its fine if a every soldier can carry a single granade, tho granade puches should be limited per squad I whink to a single one

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meh I disagree, if thats the case then defenders should be able to re gain terrain because attackers cannot attack if they dont have a firm hold into a zone

I know, but almost no one uses those squads any way

Idk, I just want something to be done.

Nerfing paras like some ppl say, wouldn’t solve the issue AND render a class mostly useless to boot.

Caping need some form of delay. What exactly I ain’t sure, but something at least.

I think that confrontation mode is just better and should be the default game mode instead of invasion, Im telling you, this shit does not happen in confrontation mode

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I still like invasion, but find confrontation superior in game mode balance because both sides have equal mechanics.

  • point lockout is great
  • tug of war is great
  • mutual ticket attrition is great
  • knowing where the points are is great.
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