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Mines (Vote in the poll or I kill you)


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Poll: What should we do with mines? (70 member(s) have cast votes)

What should we do with mines?

  1. Get rid of them completely. (14 votes [20.00%])

    Percentage of vote: 20.00%

  2. Voted Leave them as they are. (20 votes [28.57%])

    Percentage of vote: 28.57%

  3. Modify them in a way that I will post in the comments below. (36 votes [51.43%])

    Percentage of vote: 51.43%

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#61 KhevaKins

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Posted 30 March 2013 - 08:50 PM

We needs the NOVA. See my thread in suggestions.
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#62 Faced

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Posted 30 March 2013 - 08:54 PM

Canada and I both seem to be opposed to superweapons in the standard SoaSE sense.

You could just let the Forerunners have the Super weapon... AKA mini-halo which only destroys life on a certain planet. But make it cost shitloads

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#63 Calm_Craftman

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Posted 30 March 2013 - 10:33 PM

yeah im just messing around if that was ever put in it would break the game

Canada and I both seem to be opposed to superweapons in the standard SoaSE sense.


Im Retard

#64 Unikraken

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Posted 30 March 2013 - 11:07 PM

You could just let the Forerunners have the Super weapon... AKA mini-halo which only destroys life on a certain planet. But make it cost shitloads


Yeah, let's not talk about the forerunners at all right now. We're very focused on UNSC vs Covenant gameplay and I don't want our ADHD forum members going off on that tangent.
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[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me

 

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#65 Unikraken

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Posted 30 March 2013 - 11:08 PM

yeah im just messing around if that was ever put in it would break the game


I sincerely think it would.

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#66 Aunt Gruntie

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Posted 30 March 2013 - 11:17 PM

Yeah, let's not talk about the forerunners at all right now. We're very focused on UNSC vs Covenant gameplay and I don't want our ADHD forum members going off on that tangent.


Did someone say forerunners?????

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#67 Guest_Golly 1st Earl Oxford VC_*

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Posted 31 March 2013 - 12:27 AM

Oh Unikraken, how you make me snigger.

#68 Defender0

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Posted 31 March 2013 - 03:41 PM

Yeah, let's not talk about the forerunners at all right now.


did someone say advent with a few OP ships?
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#69 PrestonCole

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Posted 31 March 2013 - 05:33 PM

I don't want our ADHD forum members going off on that tangent.

considering i have ADHD, the forerunners seem irrelevant at this point in the mod.

#70 Jrspartan

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Posted 31 March 2013 - 06:31 PM

Canada and I both seem to be opposed to superweapons in the standard SoaSE sense.

This doesn't rule out the NOVA making an appearance in rebellion thanks to the vasari loyalist's tendency to make planets commit suicide.... ;)
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#71 Dianno5741

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Posted 31 March 2013 - 07:43 PM

Well for the private beta version, I changed mines to reduce the number in each set by half, which fixed over powered damage issues AND lag issues. I also gave them a tactical slot value so you cant spam them to infinity without an opportunity cost.

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#72 Conran

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Posted 02 April 2013 - 05:42 AM

That lag is generated when the mines blow up a thousand ships at once.


Only partially, they cause lag in a similiar way to trade ships late game, huge numbers of entities technically. Ok theres no path finding like the trade ships but its still a significant pain in the arse.

#73 Dhoulmegus

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Posted 02 April 2013 - 11:16 AM

Only partially, they cause lag in a similiar way to trade ships late game, huge numbers of entities technically. Ok theres no path finding like the trade ships but its still a significant pain in the arse.


Another thing that differs is that trade ships are not transparent like mines, and they have engine effects increasing the number of entities. As long as you're not zoomed in enough for the game to render either one, then they won't have a signifigant performance hit. Until a fleet hits a mine and generates 5000 or more particles at once, that's where the lag really kicks in.
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#74 Unikraken

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Posted 02 April 2013 - 12:11 PM

Another thing that differs is that trade ships are not transparent like mines, and they have engine effects increasing the number of entities. As long as you're not zoomed in enough for the game to render either one, then they won't have a signifigant performance hit. Until a fleet hits a mine and generates 5000 or more particles at once, that's where the lag really kicks in.


Perhaps we should try to find a less intensive effect for the mines?

[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me

 

"Unikraken can soothe any nasties."


#75 shortandpoor

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Posted 02 April 2013 - 12:23 PM

I found them to be really annoying and prolonged the game. I like the idea of only plopping one or two down at a time or removing them and having prowlers deploy them.

#76 Calm_Craftman

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Posted 05 April 2013 - 11:52 AM

how about setting an activation range like sensors detecting a few kilometers/miles away and having both a decent range and decent damage while also reducing the amount of mines and adjust the prices/build time accordingly.
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#77 Rovert10

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Posted 05 April 2013 - 01:17 PM

Thing is with mine clearing when it comes to Diplomacy, Entrenchment, and Original is that the Scouts ability to detect mines is just a single target. This makes mine clearing a long and tedious task to do.

In Rebellion it is just a straight up AOE passive that all you have to do is bring a single flak frigate and a scout to clear.

In Orignal - Diplomacy Sins you would just run something like a heavy cruiser or even something like a Kol to just tank all the damage. However since a single mine can just screw you over here with the lack of sheilds for the UNSC and really buffed damage, you don't have the option. (Especially with the lack of a cheap early spammable repair cruiser like the Hoshiko)

I guess you could just ram 100 scouts to go clearing but still a tedious effort to do so to make sure you have to go single file 1 at a time so the entire fleet doesn't get blown up in 1 shot.

Trust me, mines take no time nor resources to put up unless you're like 3 jumps away in a 5v5 game.
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#78 Dhoulmegus

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Posted 05 April 2013 - 01:25 PM

Someone else knows the faults happening here. Thank goodness.
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#79 sloosecannon

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Posted 05 April 2013 - 01:41 PM

Thing is with mine clearing when it comes to Diplomacy, Entrenchment, and Original is that the Scouts ability to detect mines is just a single target. This makes mine clearing a long and tedious task to do.

Not entirely accurate... The effect still is AOE, but it requires a target... but your post is completely correct otherwise
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#80 Guest_Golly 1st Earl Oxford VC_*

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Posted 06 April 2013 - 10:18 AM

So uh mines then, keep 'em eh?




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