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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%
Multiple Choice Poll.
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Thread: Mines

  1. #91
    Unstoppable audiosonic's Avatar
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    Quote Originally Posted by LordRixuel View Post
    I think leave them the way they are and increase the ru earned from it would be more fair
    xDDD

  2. #92
    Rampage skaarj_dulog's Avatar
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    Requested by Teddi

    Damage dealt by Flame to mines is very low, so flaming mines does almost nothing
    I suggest to increase damage dealt by Flame (to mines) to same as for other builds or make it even higher.




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

  3. #93
    Whicked Sick Higor's Avatar
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    For some reason in SiegeUltimate mines used to take no damage at all from flamethrower.
    I slightly nerfed them by adding the 5 damage per second thing (it's 100 for other builds) some time ago.
    Can increase a bit though...
    ------------------------------------- * -------------------------------------

  4. #94
    Rampage Cella_V2's Avatar
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    Quote Originally Posted by Joe_AGoodDeathmatchName View Post
    I don't think the mines should be more visible, because that's what REAL mines are, difficult to see! You can run full speed and cross your fingers, or be slowed down, looking for something that might kill you - your choice.
    On the other side playing offense should be based on skill, not luck. The already low amount of players that do focus on offense already have a hard time getting in the base. You also want to make their offensive options a gamble aswell. Thats just not fun.

    We could also just build huge ass invisible walls with 100 ru to prevent anything from crossing the base. Thats fun too right?

    Or have a midspawn in which pacman spawns running into your base and eat up all your invis nukes. 10/10 creativity

  5. #95
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    Quote Originally Posted by Cella_V2 View Post
    On the other side playing offense should be based on skill, not luck. The already low amount of players that do focus on offense already have a hard time getting in the base. You also want to make their offensive options a gamble aswell. Thats just not fun.

    We could also just build huge ass invisible walls with 100 ru to prevent anything from crossing the base. Thats fun too right?

    Or have a midspawn in which pacman spawns running into your base and eat up all your invis nukes. 10/10 creativity
    Im a offense player but i really dont care with mines visibility. As you said, a offense player should be based on skill, and watch for mines while you are fighting against the enemies players is a thing that requires a lot of skill, not luck.

    when i die for a mine, i dont think "im so bad luck", i do think "i was so blind/distracted now"

    Mines are fine, the amount and placement is not (random mines everywhere).

  6. #96
    Rampage Cella_V2's Avatar
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    well we all know you use the kindest of programs to lighten up mines for you. I really cant see shit in a base whenever im trying to nuke. On maps like clarion its definitely a gamble.

    * Honestly giving mines a bright/sharp lighting in the center of the mine (once every 2-3 sec) would be enough to atleast have a decent feeling on where the mine could be. idgaf about making the mine itself more visible or so.
    Last edited by Cella_V2; 07-28-2016 at 11:14 AM.

  7. #97
    Rampage skaarj_dulog's Avatar
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    Quote Originally Posted by Cella_V2 View Post
    I really cant see shit in a base whenever im trying to nuke. On maps like clarion its definitely a gamble
    This is how i see mines.....
    + that visibility is via onexblending setting (idk off or on, the one which make less brightness)
    On normal brithness (onexblending + high brightness in UT) I cant see shit....well with low brightness almost same shit as you can see.........




    Quote Originally Posted by Cella_V2 View Post
    Honestly giving mines a bright/sharp lighting in the center of the mine (once every 2-3 sec) would be enough to atleast have a decent feeling on where the mine could be.
    Cool idea actually




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

  8. #98
    Whicked Sick Higor's Avatar
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    CTF-Clarion and CTF-BlackRiver2a are full lighting maps, it's impossible to spot mines there.
    (which is why I proposed turning the rocket launcher into a power mine detector)
    ------------------------------------- * -------------------------------------

  9. #99
    Moderator |uK|kenneth's Avatar
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    clarion is a pain in the ass to see dem mines-.-'

  10. #100
    Whicked Sick Chamberly's Avatar
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    My D3D9 view:
    Dark area - http://oi63.tinypic.com/2a82rky.jpg
    Light area - http://i64.tinypic.com/14b7o6h.jpg

    My OpenGL view:
    Dark - http://i64.tinypic.com/6srxue.jpg
    Light - http://i63.tinypic.com/s474v9.jpg

    I mostly use D3D9. Don't like OpenGL cuz of white bleach screen when F12'ing. And yet I still fail to see mines or notice them in brighter damn surface.

    For those who wanna try the ini, feel free but make a backup.

    Code:
    [D3D9Drv.D3D9RenderDevice]
    ZRangeHack=False
    NoAATiles=True
    NumAASamples=0
    UseAA=False
    RequestHighResolutionZ=True
    UseSoftwareVertexProcessing=False
    UsePureDevice=False
    UseTripleBuffering=False
    MaskedTextureHack=False
    SmoothMaskedTextures=False
    SceneNodeHack=True
    FrameRateLimit=70
    SwapInterval=0
    UseFragmentProgram=True
    UseVertexProgram=False
    TexDXT1ToDXT3=False
    DynamicTexIdRecycleLevel=100
    CacheStaticMaps=False
    UseTexPool=True
    UseTexIdPool=True
    UseSSE2=True
    UseSSE=True
    BufferTileQuads=True
    BufferClippedActorTris=True
    SinglePassDetail=False
    SinglePassFog=False
    ColorizeDetailTextures=False
    DetailClipping=False
    UseDetailAlpha=True
    DetailMax=0
    RefreshRate=70
    MaxTMUnits=0
    NoFiltering=False
    MaxAnisotropy=5
    Use565Textures=False
    Use16BitTextures=False
    UseS3TC=False
    UseAlphaPalette=False
    UseTrilinear=False
    UsePrecache=False
    UsePalette=False
    UseMultiTexture=True
    MaxLogTextureSize=8
    MinLogTextureSize=0
    MaxLogVOverU=8
    MaxLogUOverV=8
    OneXBlending=False
    GammaCorrectScreenshots=True
    GammaOffsetBlue=0.000000
    GammaOffsetGreen=0.000000
    GammaOffsetRed=0.000000
    GammaOffset=0.200000
    LODBias=0.000000
    DetailTextures=true
    DescFlags=0
    Description=
    HighDetailActors=True
    Coronas=False
    ShinySurfaces=False
    VolumetricLighting=False
    Code:
    [OpenGLDrv.OpenGLRenderDevice]
    Translucency=True
    VolumetricLighting=False
    ShinySurfaces=True
    Coronas=True
    HighDetailActors=True
    DetailTextures=True
    ZRangeHack=True
    NoAATiles=True
    NumAASamples=4
    UseAA=False
    MaskedTextureHack=True
    SmoothMaskedTextures=True
    SceneNodeHack=True
    FrameRateLimit=60
    SwapInterval=0
    UseFragmentProgram=False
    UseMultiDrawArrays=False
    TexDXT1ToDXT3=False
    DynamicTexIdRecycleLevel=100
    CacheStaticMaps=True
    UseTexPool=True
    UseTexIdPool=True
    UseSSE2=True
    UseSSE=True
    BufferTileQuads=False
    SinglePassDetail=False
    SinglePassFog=False
    ColorizeDetailTextures=False
    DetailClipping=False
    DetailMax=2
    RefreshRate=60
    MaxTMUnits=0
    NoFiltering=False
    MaxAnisotropy=0
    Use16BitTextures=False
    UseS3TC=False
    UseAlphaPalette=True
    UseTrilinear=True
    UsePrecache=False
    ShareLists=False
    UsePalette=True
    UseMultiTexture=True
    UseBGRATextures=True
    UseZTrick=True
    MaxLogTextureSize=12
    MinLogTextureSize=0
    OneXBlending=True
    GammaCorrectScreenshots=True
    GammaOffsetBlue=0.000000
    GammaOffsetGreen=0.000000
    GammaOffsetRed=0.000000
    GammaOffset=0.450000
    LODBias=0.000000
    DetailTextures=True
    DescFlags=0
    Description=Radeon 6950
    HighDetailActors=True
    Coronas=False
    ShinySurfaces=False
    VolumetricLighting=False
    UseVertexProgram=False
    UseCVA=False
    UseTNT=False
    Translucency=True 
    AAFilterHint=0
    RequestHighResolutionZ=False
    BufferClippedActorTris=True
    UseDetailAlpha=True
    NoMaskedS3TC=False
    AutoGenerateMipmaps=False
    AlwaysMipmap=False
    MaxLogVOverU=8
    MaxLogUOverV=8
    Won't always be same results. It depends... on whatever.


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

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