Mines (Vote in the poll or I kill you)
#81
Posted 07 April 2013 - 11:19 AM
#82
Posted 09 April 2013 - 02:59 PM
They would need a reworking if anyone else is going to accept keeping them ingame.So uh mines then, keep 'em eh?
Unless SoTP transfers to Rebellion right now.
UNSC alone is too vunerable to these things to warrant the mines power. When it takes like 5 minutes tops to hit the max cap to cover all lanes at all planets.
Sure I can take the time to clear but it is way too damn tedious that it borders unbalanced since we both be sitting here wasting like 30 minutes to navigate this field.
At this time everyone is just vunerable to being blown to pieces by defenses or fleets. Not exactly a fun game when both players are doing it at all planets.
#83
Posted 09 April 2013 - 05:09 PM
Hopefully one of the enemy empires will be tossed into rebellion to spare me from a two sided attack.
#84
Posted 09 April 2013 - 05:14 PM
That's why I was thinking of having 1-3 mines per cluster but make them more powerful. like Shiva's or something like that.It seems that mines are currently seen as the trench warfare of SotP. There is no way I'm going to spend 4 hours trying to destroy the enemies' mines when my original plan was just a 42 minute invasion. We obviously need to come up with a better strategy. Since our Schlieffen plan isn't working out so hot, I propose a different strategy. And how about we call this strategy Blitzkrieg.
Hopefully one of the enemy empires will be tossed into rebellion to spare me from a two sided attack.
#85
Posted 09 April 2013 - 05:45 PM
if u want to get all "in the books" i do believe the UNSC lost reach and basically earth even though they were well protected. Defenses make the other guy think hard about what he is going to do, not prevent him from doing anything. smac platforms have massive range when built out, they can really reach out and touch the covy battle group even before they get to u. mines are a little overkill as basic defense. Prowler ability? Good idea... limited ability, better idea....
Fine, I will do this the dumbest F'n way possible so it is easier for you.
#86
Posted 09 April 2013 - 06:15 PM
That's why I was thinking of having 1-3 mines per cluster but make them more powerful. like Shiva's or something like that.
One whole concept of the mines is that they are too strong, and they already act as a level one Shiva. But if we limited how many are in a cluster, without increasing their range (at least not drastically, like double at the most), and we also limit how many can be placed in a gravity well, then they become more strategic tools. Once problem this mod had was SMAC walls, now they've been replaced by mine walls (by the players that can see the exploits). It promote people to instead use their mines as tactical structures, either by closely surrounding their planet to prevent enemy ships from getting close to their planet, even after strike craft have destroyed their SMACs and hangers or by putting them on the edges of gravity wells to prevent enemys from sneaking by all the SMACs you put down. If they try to skirt the outside of the gravity well then they would have to risk trying to take out the mines. And if they don't, then they would have to try and squeeze past your SMACs and the mines. All this would add more strategy for UNSC players to incorporate into their gameplay rather than just spamming for everything. With this incorporated we wouldn't have to nerf the damage mines do. They'd be the same ol' mines they used to be, but have a more strategic value to the UNSC.
- SternuS likes this
#87
Posted 09 April 2013 - 06:25 PM
Which is a issue even Vanilla Sins had. In which they do much of nothing (ram in high armor ship with repairs easy). Which is why nobody uses the things in PvP matches.
Have too many, it gets to be absurd.
Have too few, the worries of tedious clearing are now really fast clearing.
Really hard to get that sweet spot.
#88
Posted 09 April 2013 - 06:34 PM
There is the issue that where it will drive the mine into the realm of uselessness.
Which is a issue even Vanilla Sins had. In which they do much of nothing (ram in high armor ship with repairs easy). Which is why nobody uses the things in PvP matches.
Have too many, it gets to be absurd.
Have too few, the worries of tedious clearing are now really fast clearing.
Really hard to get that sweet spot.
That's why I'm leaning toward lowering the amout of mines available instead of decreasing the damage done. Currently one mine can destroy most ships, including Covenant ones, and what ever doesn't get destroyed by the intial explosion will be disabled by the secondary ability the mines have. This allows for the player that is being attacked to send in their defense fleet to finish off the job.
I would also like to see the ability to deploy mines added to prowlers, but with a signifigant cooldown and at the cost of resources too.
Also, I would like you to stop putting unneccesary breaks between your sentences. It takes up more space than is necessary.
#89
Posted 09 April 2013 - 06:40 PM
I would also like to see the ability to deploy mines added to prowlers, but with a signifigant cooldown and at the cost of resources too.
In all honesty, how hard would it be to take the mine laying ability from that one vasari ship and put it on the prowler? From what i understand of Sins coding, this isnt that hard to do, so why not try this out?
also dhoul... i see what you did there
What do you mean?
you spaced out your sentences, didnt you? at least, it looked like it to me. Eh, i could be wrong, i was in steam browser in game when i made that post, so it could have just been me.
#90
Posted 09 April 2013 - 06:43 PM
also dhoul... i see what you did there
What do you mean?
you spaced out your sentences, didnt you? at least, it looks like it to me. Eh, i could be wrong, i was in steam browser in game when i made that post, so it could have just been me.
I spaced out the sentences that weren't related to each other.
#91
Posted 09 April 2013 - 07:32 PM
And it is like reading something with too much space be tween the wordsAlso, I would like you to stop putting unneccesary breaks between your sentences. It takes up more space than is necessary.
Anyways - I like that idea Dhoul - take into account that mines also were affected (internal playtesters only ATM) by the massive Shiva nerf unless Dianno changed the buff... so they do a *little* less now
#define true false //happy debugging suckers!!!!!
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#92
Posted 09 April 2013 - 07:37 PM
I spaced out the sentences that weren't related to each other.
ok, i took it as you making a joke, i get what you did now.
#93
Posted 09 April 2013 - 07:48 PM
Anyways - I like that idea Dhoul - take into account that mines also were affected (internal playtesters only ATM) by the massive Shiva nerf unless Dianno changed the buff... so they do a *little* less now
Do they still have the ability to disable ships like they had before?
#94
Posted 09 April 2013 - 08:31 PM
yepDo they still have the ability to disable ships like they had before?
#define true false //happy debugging suckers!!!!!
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#95
Posted 09 April 2013 - 09:12 PM
#96
Posted 09 April 2013 - 11:06 PM
First edit didn't work sorry for the inconvenience.
#97
Posted 10 April 2013 - 07:47 AM
#98 Guest_Golly 1st Earl Oxford VC_*
Posted 10 April 2013 - 08:01 AM
#99
Posted 10 April 2013 - 09:56 AM
FixedMrToaster I do believe you may incite rage from Zero on a double post....
#define true false //happy debugging suckers!!!!!
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#100
Posted 29 April 2013 - 01:26 PM
That is EXACTLY what they do, you say stop, hold position, they start moving again!Then use scouts?
"Admiral, scouts indicate a heavy minefield with SMAC support ahead. Shall we look for other rou-"
"ARR! FULL SPEED AHEAD YE SCURVY SPACE DOGS"
This doesn't happen in real life.
So freaking fustrating
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