Mine Fields
#21
Posted 30 January 2013 - 05:51 PM
Fine, I will do this the dumbest F'n way possible so it is easier for you.
#22
Posted 30 January 2013 - 06:27 PM
i dont recall any mention of mine fields in the books......
read ghosts of onyx
#23
Posted 30 January 2013 - 08:12 PM
#24
Posted 31 January 2013 - 03:40 PM
#25
Posted 31 January 2013 - 04:00 PM
a disposable asset.
isnt this the definition of a mine, except leaving out the explosion part?
#26
Posted 01 February 2013 - 12:50 AM
I'm for keeping the mines. Like others have said before, minefields can save your ass from the fire if your fleet is either too small or too far away to adequately defend your world. Whenever I need to clear an enemy minefield, I just prowler spam for a few minutes to clear a large enough area for the rest of my fleet to jump in.
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#27
Posted 01 February 2013 - 01:11 AM
Help me Sergeant I'm lost in Kurfluffle land!
#28
Posted 01 February 2013 - 07:05 AM
#29
Posted 01 February 2013 - 07:37 AM
LolMines are good way to say
fuck yougood game when you are about to lose a game. Just set up minefields around every planet and sit back.
Scorched Earth tactics... to a certain extent
#define true false //happy debugging suckers!!!!!
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#30
Posted 01 February 2013 - 02:02 PM
#31
Posted 01 February 2013 - 02:45 PM
it seems to nigh impossible to do effectively without having to deploy millions of mines in order to cover a "decent" area in space
in ghosts of onyx, a prowler deployed its mine payload (14 mines), and this minefield destroyed several covenant cruisers
http://www.halopedia.org/UNSC_Dusk
#32
Posted 01 February 2013 - 04:26 PM
If you think about setting up a minefield in space, it seems to nigh impossible to do effectively without having to deploy millions of mines in order to cover a "decent" area in space, tho for gameplay purposes i think either a dedicated mineclearing ship or increase the prowlers reveal mines ability so they can be cleared at least a little faster, although invading a world with 200+ mines is going to be a pain no matter what you do, might as well go around
I agree, space mines are bullshit unless the detonation is enormous and there's a correspondingly large activation radius.
#33
Posted 01 February 2013 - 05:34 PM
I agree, space mines are bullshit unless the detonation is enormous and there's a correspondingly large activation radius.
....i see a potential idea
#34
Posted 01 February 2013 - 08:34 PM
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#35
Posted 04 February 2013 - 10:32 AM
Give me all the nuclear mines in space. Because those are what prowlers dropped anyway. Nuke mines.
This good man read ghosts of onyx
#36 Guest_Golly_*
Posted 04 February 2013 - 04:34 PM
Or has common sense.
#37
Posted 04 February 2013 - 06:24 PM
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#38
Posted 04 February 2013 - 08:40 PM
#39
Posted 06 February 2013 - 12:01 PM
isnt this the definition of a mine, except leaving out the explosion part?
Late reply but better late than never. Yes, indeed they are, but in an RTS setting such as Sins, for mines to be useful they require a few things;
Have a larger AoE
Better management
Have actual use rather than a simple "lets dickslam our capitals through them so they detonate and leave the Kodiaks alone"
The idea of having them as an entity that has a detonation within a wide radius with a cool down instead of having to redeploy them to say, keep flood incursions under control, makes sense. It would mean the following;
Less AI spam, therefore less potential game crippling lag in late game
A viable means to counter flood incursion research if lagging behind in research abilities
An item that no longer requires micro management, at least in the terms of SotP gameplay
It would be a win win for all involved. Players can atleast slow down the Flood/Smaller combat groups, gameplay lag is reduced and they actually become a fully fleshed out and useful tool and not something to spam when you find yourself either bored or on the defensive.
Balancing that would not even be too problematic, if it's found to literally nullify Flood incursions, which it theoreticly could if the logic is applied to the public beta, you could simply alter the damage properties to be lower but offer a debuff causing either ship speed reductions or ability/combat range reductions. It means it would not kill off a flood group instantly but feasably buy time for SMACs to reliably engage targets.
#40
Posted 07 February 2013 - 12:01 PM
r u guys r planning on scrapping the mines? the computer goes a little crazy with them on heroic and legendary
Why should they? Seriously... human players go nuts with them so why shouldn't they be there for the A.I to use? Plus I believe that they would make excellent traps for Flood when they come to your worlds. (not sure if infect them or not)
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