Weaken anti-personnel mines

fter the merger, this ghost thing has been completely rampant. It costs zero to deploy. You only need to throw it around like a can to effectively hinder the enemy.
It would have no ill effect if a soldier could only carry one, but in this game a player can carry 9 soldiers, which means they can deploy 9 anti-personnel mines in a short period of time.

As the number of players in each game increases, there will be more and more of these shit, and they are almost difficult to see with the naked eye. You have to be wary of enemies, so how can you have time to carefully search the ground?
There’s also no way to quickly deal with a large swath of anti-personnel mines, you need to shoot them one by one like a can before the enemy shoots the shit out of you.

I think it could be learned from Red Orchestra 2 that each player can deploy up to three anti-personnel mines, and if they try more, the previously deployed ones will disappear.

I also think Battlefield 5’s treatment of anti-personnel mines is worthy of reference: they were given a more intuitive visual effect (with two traction ropes), and they were also more easily detonated by explosives.

Anti-personnel mines should be weakened anyway

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I don’t have a problem with them as they are personally.

However, If they don’t already - explosives should definitely easily detonate any mines within range.

That would actually make it a really good counter to spamming them - yes you can place them all over an objective, but one grenade could detonate them all and wipe you out and any enemy on the point.

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No.I disagree it. the anti-personnel mines have been weaken in the past.
It’s just like trash talk in sports competitions.it can not decide who win but could make psychological impact on enemy so that It is indispensable especially for war game.
it is better idea to add mine clear tools rather than always keep the anti intellectualism of weakening whatever is strong.

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Slow this game down and make it so we don’t have fast-paced matches anymore then we can talk about the anti personnel minds but until that happens don’t bother talking about it

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in theory it’s called an anti-personnel bomb so in theory it kills you do you want me to give you a case of ammunition by any chance?:joy::joy::joy:

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if you throw a bomb on one point with those mines you blow them all up it already works I love sowing them everywhere especially with the rifle squad because there are 9 of them :joy::joy::joy::joy::joy::joy::joy:

You can nerf AP mines without weakening their impact. Give them a ~5 second setup delay and cancel the deployment if you interrupt it.
If someone wants to spend their time mining the objective, fine. It’s similar to barbed wire and other fortifications in a way.

Stop looking for ways to nerf it with how fast-paced this game is

You know what’s the epitomy of fast pace? Throwing around AP candy in the split second after clearing the point before the counter-attack arrives.
Making the placement of mines a much more deliberate action also helps make the game more slow pace.

Stop using this fast-pace straw man. It’s such a vague term, you can argue for and against anything using it.

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since im not in the mood to type the entire answer again to what is essentially the same topic presented before, i will shamelessly copy paste my previous post:

AP mines are actually a blessing to the game. it is the much needed equalizer to the massive run-run pew-pew gameplay.

instead of adapting, rushers require and demand to nerf the thing that kills them. it is the good old scissor saying “nerf rock! paper is fine tho”.

mines are specially useful to defend the first cap point. why? because the first push on the first cap has the entire enemy army spawning at once and force pushing at once. once people start dying, reinforcements fall out of phase and start coming in waves. but the first attack is the full brunt of the enemy pushing you. if you mine the target, you stop the first mindless rush.

the nerf requesters completely lack adaptability, or completely refuse to adapt.

there are many counters to AP mines. let me give you some examples:

let go of the “W” key for 5 seconds and slow the rush yourself before being stopped by blowing up to pieces by the mines.
throw explosives at the suspected mined zone, blowing the mines.
look around below waist level to try and spot the mines.
dont use the absolutely most obvious and straight path to the objective, avoiding the mines.

in the event your point soldier gets blown by a mine, you have to adapt to that situation, by doing the following.

A) repeat to yourself 3 times: “i shouldnt have closed my eyes before rushing in”

B) repeat to yourself 3 times: “this place is mined, i rather be more careful when rushing in, or at least i should slow down and open my eyes”

C) repeat to yourself 3 times: “i will try to start using the mine counter tactics exposed in points 1 to 4, instead of rushing (as usual) to the forums asking for nerfs”

D) repeat to yourself 3 times: “since there was one mine, i can expect other places to be mined too. i will adapt to this battlefield situation, and increase my situational awareness accordingly”

E) repeat to yourself 3 times: “this is not quake arena, this is supposed to be a somewhat WW2 slow paced tactical f2p shooter, and acting accordingly, i will stop trying to change the core of the game to my personal liking”

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Death stacks of Asian players or death stack in general or using paratroopers can infest the zone and start leaving AP mines everywhere we need AP mines just to stop them

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And how does the introduction of a setup delay stop you from doing that? If anything it only makes it harder for the death stacks to also AP mine you on your own point.

Every second matters in this game and defenders can’t waste their seconds at the start of the match

There’s already a timer on placing them - or at least an animation that takes a little while - and a delay on them being active isn’t there, which you have to survive through.

I don’t use them loads to be honest - I’ll use one on an entrance to the objective, or a destruction target. I’ll use one to try protect my rally, or I’ll use one to cover my back if I’m holding a spot.

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No, I’m not advocating weakening its power
I just wish it wasn’t as overwhelming as it is now
Three anti-personnel mines are enough, instead of players throwing cans like crazy because there are enough of them, they don’t need to think carefully about where to set them, but as long as I throw enough cans, someone will be unlucky enough to hit it.

I don’t agree with this view
First of all, there are too many of them, and players can discard them at will, which makes the deployment of such mines more like spam than tactical props.
In addition, it lacks more countermeasures. The most effective one currently is shooting, but there may be enemies around you, and you may expose yourself if you shoot. Explosives are difficult to detonate unless they are very close.

So my point is to set it up to be more tactical and prevent abuse and spam

nope. the most effective tactic is throw a det pack on suspected mine fields, blowing them all in one swoop.

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I tried, but it didn’t seem to have much effect. I threw grenades, explosive packs, or impact grenades into the room, but after the explosion, the anti-personnel mines were still there.
I’ve seen it detonated with explosives, but from close range it was no different than shooting at them.

I would like it to deal enough of dmg to about 99% of total hp to prevent that fucking spawn camping

Or just make them only available for a Sapper class.

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