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[Veteran_Neo161]
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Posted - 2012.06.13 21:25:00 -
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if we can lay remote explosives, we should aslo be able to pace self detonating explosives.
Millitia AV Mine damage against vehicles: 1000 damage against infantry: none, does not explode blast radius: 5 meters
Millitia AF Mine damage to infantry: 500 damage to vehicles: 200 blast radius: 4 meters
theres millitia stats for starters. also, here's the eve'y part:
all mines should be hackable, the more advanced the mine, the longer the hack time. people must crouch move over AF mines so they can hack them.
AV mines can also be jammed by AOE vehicle mods, will be temporarily disabled, have an easier hack time. the more advanced the mine, the harder to remote jam. unsuccessful jams ( or successful ones) will be undetected, so a driver takes the chance of running over an active mine.
there can also be infantry equipment for directed jamming, a successful jam equals ultra fast hack time, an unsuccessful jam, however, equals the mine being overloaded, causing an instant explosion at double damage, no increase in blast radius. max directed jam distance is 5 meters (increasable with more advanced equipment), so you can take the risk of hacking and being a target, or jamming and getting blown to high heaven.
why not just shoot the mines?? well, they will definitely explode, AV mines will have alot of health (350). and shooting an AF (200 health) mine indoors will reveal your position, and possibly turn you into a meatbag.
did i forget to mention that automatic explosives should be a 8x or 10x skill timer? yea, that should reduce the spam.
on a sidenote, attempting to place remote explosives (friendly or enemy) on or near any mine in an attempt to strengthen the explosion will auto detonate the mine. that should help the balance. |
[Veteran_yaok888]
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Posted - 2012.06.13 22:04:00 -
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+1
I like this idea. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.13 22:09:00 -
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Noooo remote explosives bad enuf.. Mind you we havent seen any airbore mines for anti air. Thinking hyrdogen filled empty zeplins but slightly more modern maybe? |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.13 22:10:00 -
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Sha Kharn Clone wrote:Noooo remote explosives bad enuf.. Mind you we havent seen any airbore mines for anti air. Thinking hyrdogen filled empty zeplins but slightly more modern maybe?
Edit this makes little sense ignore |
[Veteran_Neo161]
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Posted - 2012.06.13 22:16:00 -
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remote exploses are OP, they have infinite damage, correct me if i'm wrong, but remote explosives need to have millitia and proto versions.
what we have now should be like prototype remote explosives. millitia remote explosives should be way nerfed. |
[Veteran_Azure Horned Wolf]
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Posted - 2012.06.13 22:33:00 -
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Just no 1-hit kill infantry mines on standard or higher grade assault/logistics/heavy dropsuits. I generally dislike infantry mines in games when they are 1-hit kills. |
[Veteran_Neo161]
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Posted - 2012.06.13 22:39:00 -
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Azure Horned Wolf wrote:Just no 1-hit kill infantry mines on standard or higher grade assault/logistics/heavy dropsuits. I generally dislike infantry mines in games when they are 1-hit kills.
exactly, only the most expensive mines should 1-hit scouts or assaults, and heavily damage heavies.
the cheap ones should only soften a target. |
[Veteran_Killerpoodle1]
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Posted - 2012.06.13 23:12:00 -
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I don't know. In other games I love a good mine or two, but in a game where you work to buy decent gear to use which you can only use once.. just seems like it'd be a bit cheap. At least with remote detonators your killer would have to be alert and discrete. With mines all you have to do is hide them behind a bump or in a slight hole.
On the other hand, if they disappear when the planter dies and don't 1hk, probably could work. But if someone half blows me/ a tank up then runs around a corner they waited at to finish me off, I'll probably get a bit miffed. not that that wont happen with remotes anyways. |
[Veteran_Killerpoodle1]
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Posted - 2012.06.13 23:15:00 -
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quoted instead of edit.. stupidness. |
[Veteran_Kincate]
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Posted - 2012.06.14 01:31:00 -
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Flay traps, these are already eve items, they are in templar one.
Flay traps ftw |
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[Veteran_Kaif Zel]
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Posted - 2012.06.14 05:46:00 -
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I'd enjoy using proximity mines in game, but i can see how they would be abused at important locations. Scout sets up a mine or two at an important node, runs off and keeps and eye out for someone trying to hack either A) his mines or B) the base and POP POP down goes the enemy. |
[Veteran_Zion Shad]
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Posted - 2012.06.14 18:15:00 -
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Well thought out. Would like to see some of theses ideas in game
+1 |
[Veteran_GM Fabulous]
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Posted - 2012.06.14 18:23:00 -
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There will definitely be mines in the future. Soon (TM). :) |
[Veteran_Kushmir]
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Posted - 2012.06.14 18:36:00 -
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great to hear. be nice if remote explosives had a bigger kill radius and were sticky as well. right now they're almost useless. |
[Veteran_yaok888]
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Posted - 2012.06.14 21:05:00 -
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don't know about useless, got killed twice by remote XOs trying to hack terminals in the big base.
however I kinda lean toward leaving passive mines as anti-vehicle only - AND
add some kind of active sensor counter you can equip your vehicle to detect them.
maybe let somebody with high enough demolition skill also be able to disarm them.
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[Veteran_Neo161]
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Posted - 2012.06.14 21:08:00 -
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GM Fabulous wrote:There will definitely be mines in the future. Soon (TM). :)
Woohoo :D
just make sure anti infantry mines are WEAKER than grenades, as they require lower skill to use, they should only soften targets. proto mines on the other hand, should instant kill non heavies imo. |
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