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View Poll Results: Would nerfing mines be helpful?

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  • Leave them the way they are

    15 41.67%
  • Limit the max number of mines

    13 36.11%
  • Nerf damage or require higher upgrades

    7 19.44%
  • Increase build time

    3 8.33%
  • Increase visibility

    7 19.44%
  • Increase cost

    4 11.11%
  • Don't pay out for nuke kills

    1 2.78%
  • Increase RU leeched from mines

    12 33.33%
  • Give mines a time limit or drain HP (must rebuild)

    2 5.56%
  • Limit number of mines per player

    6 16.67%
  • Apply limits only during overtime

    4 11.11%
  • Display effect on hit (Higor)

    6 16.67%
  • Make Rocket Launcher detection highlight it (Higor)

    9 25.00%
  • Reduce HP

    1 2.78%
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Thread: Mines

  1. #31
    Whicked Sick Higor's Avatar
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    @|uK|kenneth, that's what happens when the loudest talkers are the ones religiously complaining.
    Get that bias sorted out and you'll see that a huge amount of requested changes have been applied.

    Quote Originally Posted by audiosonic View Post View Post
    Here's a crazy idea, what if someone who comes across a mine, can actually kill it in reasonable time (i.e. not 14 ripper headshots, make it immune to headshots and full bio/6-pack rocket should kill it. but it regains hp like booster if no dmg taken recently), so he can continue his path in an already heavily defense favored mod!!!
    I like this as a result of Reduce HP option.

    - - - Updated - - -

    Also, I'm not the biggest defender of unlimited mines. If you carefully examine the posts on that thread (and any other threads where that has been brought up) you'll find out exactly what's up.
    ------------------------------------- * -------------------------------------

  2. #32
    Rampage skaarj_dulog's Avatar
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    How about adding a Sapper Suit. Mines wont expode if player with that suit will step on them, furthermore mine will be deactivated (like if it would be hit with emp grenade)




    [MG]http://i.imgur.com/n7iJRbZ.jpg[/MG]

  3. #33
    Whicked Sick |uK|Rays's Avatar
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    Quote Originally Posted by HIGH[+]AdRiaN View Post
    Yes, this is truth, I never saw Higor implementing any community suggestion to Siege =(
    or am I wrong?
    Nope you're right. This is good though, mines have always been the cheesiest thing in siege and should be changed, nice thread Scourge you can be my ambassador to Higor from now on.

  4. #34
    Moderator |uK|kenneth's Avatar
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    havn't had that much fun in Ages!


  5. #35
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    visibility isnt the real problem. Only over too bright textures the mines have too low visibility

    (Siege was a nice train for watch for Junkrat traps in Overwatch xD)

  6. #36
    Whicked Sick Chamberly's Avatar
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    Quote Originally Posted by HIGH[+
    AdRiaN;114294]visibility isnt the real problem. Only over too bright textures the mines have too low visibility
    Usually, it's your team's mines that seem more visible than the opposite team.

    & Sadly, some peoples still use such tweak to see them better than the rest of other. I can't even see them as much and always run into them.

    Imo, visibility IS the problem. :P Not just you, if you use a tweak or so :P


    http://irc.lc/globalgamers/uscript for uscript discussion.

  7. #37
    Dominating Scourge's Avatar
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    I think I discussed low contrast between mines and backgrounds with Higor earlier and he said that it's impossible to tell the degree of contrast so as to make consistency in visibility between maps.

  8. #38
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by HIGH[+
    AdRiaN;114294]Only over too bright textures the mines have too low visibility
    That's what happens when the engine doesn't even support alpha blend textures.
    The only way to fix visibility is to use a second MeshFX with a modulated texture... I used that trick on the constructor succesfully.

    'Translucent' effect: Base Pixel [R,G,B] + New Pixel [R,G,B]
    ***D3D and OpenGL scale down addition a bit.
    Modulated effect: Base Pixel [R,G,B] * (New Pixel [R,G,B] / 128)
    ***Some renderers may take the 'non-change' value as 127... others as 128

    Basically, the trick consists on using a slightly dark grey toned Modulated texture [R,G,B]=122 or so to darken the area a bit, then apply a Translucent texture on top of it.
    The result is:
    - The darker the background, the less effect the modulated texture has (no change)
    - The brighter the background, the more effect the modulated texture has (darkens that spot), making the actual translucent effect more noticeable.

    This should should do for 'Increase visibility' option in both high and low brightness maps.

    - - - Updated - - -

    TL;DR
    Render the mine model an additional time using a 'darkening' effect before applying the default model effect.
    ------------------------------------- * -------------------------------------

  9. #39
    Whicked Sick Banny's Avatar
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    Quote Originally Posted by Skarn View Post
    Combined with a SB + front dodge, it gives a much longer boost, making it useful in maps like Blackriver and Face, cause the gravity effect persists throughout the air.
    We have been playing those maps without AG platform for years. The AG platform is bugged af atleast for me(maybe because of high ping).

    We should drop the idea of making things easier.

    @Scourge Its because you have been gone for about a year that you didnt notice the difference. Check the lockdown with normal minigun and this stupid af LC wep minigun.
    We had many debates to nerf it but it all falls upon deaf ears
    Last edited by Banny; 07-09-2016 at 10:10 AM.



  10. #40
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by Banny View Post
    We had many debates to nerf it but it all falls upon deaf ears
    It's been nerfed twice. What are you trying to push here?
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