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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. #1
    Dominating Scourge's Avatar
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    Mines

    Mines: On some maps, an easy trade of 300-900 RU for a very high and often impossible to avoid chance of losing 3k+ RU. Not useful on maps like Bathrooms, arguably incredibly overpowered on maps like Niven, McSwartzly, and possibly Aleria.

    What do you folks think? Would any of these options improve gameplay, or should they be left alone?


    ============
    Higor's edit, proposed solutions for some options, may slightly change and more may be added if they stay on top of poll:
    - Reduce HP
    - Increase visibility
    - Nerf damage or require higher upgrades

    Fact: mines received a huge balance change when the EMP bomb was taken out.
    Last edited by Higor; 07-08-2016 at 10:06 PM.

  2. #2
    Whicked Sick Higor's Avatar
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    I got a weird idea... how about making the mines display a similar (smaller) effect when hit as Minishields and Forcefields do?
    This way if you accidentally hit a mine, you see it.
    This way if you're leeching a mine, a retard teammate don't run into it and instead will help you shoot it down.

    - - - Updated - - -

    Speaking of building detection... Rocket Launchers shouldn't lock onto friendly sgBuildings, it'd be amazing if they were used for enemy mine scanning.

    - - - Updated - - -

    And speaking of rocket launcher lock, how about displaying a visual cue on top of the locked enemy/build to see where the rocket is going to?

    - - - Updated - - -

    Added the extra options lol
    ------------------------------------- * -------------------------------------

  3. #3
    Dominating Scourge's Avatar
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    While we're adding extra options, could you also add "reduce HP"?

    EDIT: Thanks @Higor. Sign me up for that and Rocket Lock.
    Last edited by Scourge; 07-07-2016 at 05:12 PM.

  4. #4
    Godlike Shiro's Avatar
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    actually i like the hp drain , on normal mines at least , would cost containers for them to keep'em alive or just more ru, and there are some places on some maps where a dying mine would create nice instances, ex: simplex candle or smt like that and ofc the idea of deleting mines on overtime is so good. mcswarztly 4 hours every day
    Never Lucky.

  5. #5
    Whicked Sick Higor's Avatar
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    You still have the problem of newly built mines.
    I favor detection but w/e.

    - - - Updated - - -

    Quote Originally Posted by Scourge View Post
    EDIT: Thanks @Higor. Sign me up for that and Rocket Lock.
    Roger that

    - - - Updated - - -

    It'll take a small Rocket Launcher edit... but we already have a sgPulseGun edit so no big deal.
    (Will not screw up binds because the server is XC_Engine)
    ------------------------------------- * -------------------------------------

  6. #6
    Dominating Scourge's Avatar
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    Quote Originally Posted by Higor View Post
    You still have the problem of newly built mines.
    I favor detection but w/e.
    If you combine finite lifespan (whether timed or by draining life, I guess with time and lifespan going up with upgrades and going down with proximity to/after overtime) with increased build time, you reduce the potential for spam, particularly of the EBIN variety (!). If a nuker clears your mines, you can't just spam up again, and you can't permanently secure an area without increasing leech risk.

  7. #7
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    Mine damage should be lowered
    Why lvl 5 mine if nobody upgrades to lvl5?
    Mine lvl 4 shouldnt kill a player with 150hp/150armor
    Mine lvl 5 shouldnt kill a player with lvl5 Belt (this is for encouraging the player for up belt to lvl5)

    Mine leech bonus also should be increased for ppl stop spam mines in random places, this would force the players build mines only in strategic spots
    (default leech bonus * 1.3?)

    Quote Originally Posted by Higor View Post
    This way if you're leeching a mine, a retard teammate don't run into it and instead will help you shoot it down.
    Yes, would be fine, I love so much (just not) when im leeching a mine, and when it's missing only 1 more shot for kill it, a blind from my team step on it, die, and give a lot of RU for the mine builder --'

    Other weird idea is make the mine damage proportional to it health. A mine with 100% health does 100% to who step on it. A mine with 30% health does 30% damage and gives 30% reward for the builder.
    Last edited by HIGH[+]AdRiaN; 07-07-2016 at 06:18 PM.

  8. #8
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by HIGH[+
    AdRiaN;114231]Mine lvl 5 shouldnt kill a player with lvl5 Belt (this is for encouraging the player for up belt to lvl5)
    I see the level 5 mine as the last resort nuke killer, although Level 4 shouldn't though, also level 1/0 mines are useless.
    Dat final upgrade costs 75 RU and makes the mine give more RU to leechers (lvl5 mine gives more ru than lvl3 one)


    If the option Nerf damage or require higher upgrades was the clear and only winner (maybe excepting the rocket launcher and overtime changes), this would go as:

    Damage = 50 + Level*35 + RU invested.
    >>> Makes the formula scale from previous level (without the Level*10 tweak)

    RU table per level is: 0,15,30,45,60,75 for a total of 0,15,45,90,150,225 invested.

    So we'd get:
    0: 50
    1: 100
    2: 165
    3: 245
    4: 340
    5: 450
    This change would make Kegs more valuable and stacking an extra suit a necessary trick.

    - - - Updated - - -

    BTW Supermines will have a different amount of invested RU... so expect bigger damage on them unless '15' base is forced for damage.
    ------------------------------------- * -------------------------------------

  9. #9
    Dominating Scourge's Avatar
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    Quote Originally Posted by HIGH[+]AdRiaN View Post
    Other weird idea is make the mine damage proportional to it health. A mine with 100% health does 100% to who step on it. A mine with 30% health does 30% damage and gives 30% reward for the builder.
    This is fantastic. If I were smarter, I'd have made the topic and added a poll after drafting some options.

  10. #10
    Whicked Sick Chamberly's Avatar
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    We already have a rocket detection on mines like on builds....

    But a lot of these options are absolutely nuts. Shame on you.


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

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