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Bones McGavins
TacoCat Industries
68
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Posted - 2013.04.16 16:05:00 -
[1] - Quote
Nah prox mines arent fun. Nobody has ever been like "OH MAN THAT PROX MINE JUST KILLED ME THIS IS FUN! THE GUY WHO PUT IT THERE IS GOOD!"
The only way they would be acceptable is if they showed up on radar, or were very, very obvious.
Remote mines are bad enough, prox mines are just remote mines without any skill involved at all. |
Bones McGavins
TacoCat Industries
68
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Posted - 2013.04.16 16:23:00 -
[2] - Quote
claymores encourage camping. Camping is lame and not fun. COD has claymores and you can just secure a nifty sniper spot and use claymores to watch your make. Even if someone kills the claymore it still warns you of their approach, fun...
Difficult IS good. Easy kills are lame. Claymores dont require skills to use. They rely on the other player making a mistake and not on you doing well. That type of gameplay is bad. Its not fun to be killed by a claymore/prox mine, and its not rewarding to get such a cheap kill.
This game already encourages camping a ton. We dont need more. |
Bones McGavins
TacoCat Industries
68
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Posted - 2013.04.16 16:42:00 -
[3] - Quote
There wasnt really a complaint about remotes in there. They are fine. Getting killed by one is annoying, but they are relatively fun and require some skill. My point is, prox mines are just remote mines without skill.
And this discussion is about anti infantry prox mines, not anti tank. I dont think anyone really cares about anti tank prox mines because they are relatively useless. (mainly good for keeping lavs out of bases).
Prox mines/claymores could have a role, but they would need to be more obvious than remote mines and/or provide means to escape. A delay explosion with a trigger sound, allowing you to find and shoot the mine would be perfect. |
Bones McGavins
TacoCat Industries
68
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Posted - 2013.04.16 16:47:00 -
[4] - Quote
Yes, both sides get it, but the problem is: It encourages a type of gameplay I find to be boring and rewards camping and less agressive play and punishes agressive play and folks who actually drive the fight forward.
Anything that encourages camping and discourages aggression needs to be thought about carefully, otherwise you make the game slower and usually less fun. Sniper fests are boring, dynamic skirmishes with both sides attacking and flanking are fun. prox mines empowers the former and handicaps the latter. |
Bones McGavins
TacoCat Industries
74
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Posted - 2013.04.16 17:11:00 -
[5] - Quote
Both. Someone else mentioned anti personal proximity mines. Aside from the effective area of the device, for gameplay mechanics they are pretty much identical.
And maybe I would camp more with them in place.
Also, the game, as it currently stands, does not have a lot of good mechanics for flushing the enemy out of a well defended area (see roof tops or some buildings, or hell whatever that map is with 2 NULL cannons outside a walled base and 3 inside. Imagine claymores there reducing the enemy ability to enter...). Making it even harder to attack a well defended location and easier to defend would not be a good thing for this game. There are already tons of times where a match is decided early on as one side takes an advantageous position, especially in ambush. |
Bones McGavins
TacoCat Industries
331
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Posted - 2013.06.18 22:13:00 -
[6] - Quote
boba's fetta wrote:i approve of proximity mines. they may not be fun when you get killed by them but they are fun to use.
i never hear of anyone saying " ahahaha that ar user shot me what a jolly good time" in fact the lack of threads on how fun it is to die is amazing.
Yeah actually, ive lost some fun as heck gunfights to people. Getting cover, trying to sneak up on the person after running around cover, throwing nades, switching to side arms. If you havent lost a fun gunfight in this game, maybe you are playing it wrong? Some 1on1 fights against another good player are exhilerating.
Dying isnt the best, but its far worse when you never had a chance to shoot the dude that killed you. If you honestly believe getting shot by an AR is similarly as unfun as being killed by an explosive device with nobody else around, you are just wrong. There are levels to how annoying it is to die.
Dying in a solid fight > Dying against a group that out numbers you > Dying to someone you never saw > Dying to a random nade > Dying to remote explosives > Dying to a sniper you never saw > Dying because an LAV hit you > Dying to hypothetical proximity explosive/claymore.
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