Exploding Mine Nerf

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MrGabol100
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Re: Exploding Mine Nerf

Post by MrGabol100 » 24 Jan 2016, 14:10

ParadoxSpace wrote:Disable hiding landmines instead.
=^)
Disable hiding huggers instead. =^)


It's freakin' fine at it is.

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Re: Exploding Mine Nerf

Post by Aredal » 24 Jan 2016, 14:40

I think it is fine as it is, and why would xenos not know what human weapons do? They already fought and slaughtered most of the colony, and there are spent mags and grenades and such in places. You just have to wait for a crusher to evolve, and run into the mines while marines are close for additional xeno FUN. Beucase being a giant tank with explosions under your feet and stomping the ground is cool. So just keep the mines how they are.

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Re: Exploding Mine Nerf

Post by Logi99 » 24 Jan 2016, 14:42

Aredal wrote:I think it is fine as it is, and why would xenos not know what human weapons do? They already fought and slaughtered most of the colony, and there are spent mags and grenades and such in places. You just have to wait for a crusher to evolve, and run into the mines while marines are close for additional xeno FUN. Beucase being a giant tank with explosions under your feet and stomping the ground is cool. So just keep the mines how they are.
Crushers can easily be killed by marines after it triggers promixity mines so not good idea.
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Re: Exploding Mine Nerf

Post by WyattH » 24 Jan 2016, 15:32

-1 Even a runner can survive a mine if another xeno drags it onto weeds

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Re: Exploding Mine Nerf

Post by Halinder » 25 Jan 2016, 02:39

There are no one-hit kills with proxy mines. As Wyatt said, runners are driven into crit but not killed, and sentinels/drones survive them just fine. If you're not running off alone and have weeds nearby, you'll survive. -1.
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Re: Exploding Mine Nerf

Post by Seehund » 25 Jan 2016, 11:02

On top of there being no one-hit kills, as previously brought up, mines are those things specifically designed to blow YOU up. As is, they perform fairly well.

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Re: Exploding Mine Nerf

Post by Stivan34 » 25 Jan 2016, 13:10

Make hidden landmines unable to explode.
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Re: Exploding Mine Nerf

Post by forwardslashN » 25 Jan 2016, 13:14

-1
Mines are not one hit kills.
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Re: Exploding Mine Nerf

Post by Sargeantmuffinman » 25 Jan 2016, 14:15

Stivan34 wrote:Make hidden landmines unable to explode.
Yeah,sure,mines that are hidden don't explode,definetly logical.

Landmines are hidden for a REASON and are to be triggered when stepped on hidden or not.

All good militaries hide land mines for the SOLE PERPOSE for traps and to guard areas off.
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Re: Exploding Mine Nerf

Post by monkeysfist101 » 25 Jan 2016, 15:08

After thinking about it some. I would be nice to have landmines not explode when you stepped on it like a WWII landmine. Instead, they behave like a modern landmine and get launched into position before shooting out near-invisible wires that detonate the mine when brushed. So what's that, about a 5 tile activation and detonation radius? I think in comparison, a pressure mine that can't be buried and can't even kill you when you step on it is pretty unbelievably weak.
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Re: Exploding Mine Nerf

Post by Davidchan » 25 Jan 2016, 16:02

Except, these aren't modern landmines, these are advanced proximity mines of the 26th century that use a complicated system of motion trackers and FOF(Friend of Foe) tags so they don't detonate for friendly troops but hostiles without the same markers on their person will receive a nasty surprise.

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Re: Exploding Mine Nerf

Post by MauroVega » 25 Jan 2016, 17:24

-1 Mines are not OP as you claim they are hide yeah like huggers
they can crit a T1 is that reall op?
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Re: Exploding Mine Nerf

Post by Bath Salts Addict » 26 Jan 2016, 00:34

monkeysfist101 wrote:After thinking about it some. I would be nice to have landmines not explode when you stepped on it like a WWII landmine. Instead, they behave like a modern landmine and get launched into position before shooting out near-invisible wires that detonate the mine when brushed. So what's that, about a 5 tile activation and detonation radius? I think in comparison, a pressure mine that can't be buried and can't even kill you when you step on it is pretty unbelievably weak.
Actually, anti-infantry pressure mines aren't meant to kill. Rather, they were a more effective psychological weapon. Blow off the leg and render a troop unable to fight. When they go home unable to walk and confined to a wheelchair or flimsy prosthetic, other people who see the poor bastard will not want to join the army for fear of that same fate befalling them.

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Re: Exploding Mine Nerf

Post by monkeysfist101 » 26 Jan 2016, 01:12

Bath Salts Addict wrote: Actually, anti-infantry pressure mines aren't meant to kill. Rather, they were a more effective psychological weapon. Blow off the leg and render a troop unable to fight. When they go home unable to walk and confined to a wheelchair or flimsy prosthetic, other people who see the poor bastard will not want to join the army for fear of that same fate befalling them.
While that might be partially true, they're definitely not planted to dissuade enlistment (if we're still talking WWII pressure mines, people were drafted so it's kind of moot) but instead used for area denial. The first guy steps on one and gets blown to literal pieces (VERY rarely he survives) and the platoon immediately dives to the ground. At that point either the machine gun emplacement that was hidden in the treeline or the platoon stationed nearby attacks the soldiers that are now lying in the open.
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Re: Exploding Mine Nerf

Post by Logi99 » 26 Jan 2016, 02:16

I mean I wouldn't mind mines being in the bushes. But under items or corpses... No.
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Re: Exploding Mine Nerf

Post by MrJJJ » 26 Jan 2016, 02:24

Neutral here
Its annoying to be one-hit killed or being attacked by super powerfull attacks and get a KO and die from a one or few hits, but this is mines we talking about, aliens are basically getting they own medicine back like they used to do on marines with huggers before (and probably still do), i am not sure what you gonna expect from a mine, they are something that you want to be hidden to be used effectively, as was pointed out, aliens do meta them just so they won't get blown up to hell like you would IRL, although some locations to hide it...are a bit odd.

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Re: Exploding Mine Nerf

Post by Logi99 » 26 Jan 2016, 02:32

MrJJJ wrote:Neutral here
Its annoying to be one-hit killed or being attacked by super powerfull attacks and get a KO and die from a one or few hits, but this is mines we talking about, aliens are basically getting they own medicine back like they used to do on marines with huggers before (and probably still do), i am not sure what you gonna expect from a mine, they are something that you want to be hidden to be used effectively, as was pointed out, aliens do meta them just so they won't get blown up to hell like you would IRL, although some locations to hide it...are a bit odd.
I actually know what you're talking about. I've seen some idiots meta orbital a lot and like 2 or 3 people said to run and we only lost a larva. I mean icky I was like what's wrong? And dey go like booooom things in if when dey don't know about orbital. Ah there was this one time where the hive was in robotics and we all got boomed to death. Then five aliens remaining and I had to lead em all and we were victorious. We took over the planet and the alien ERT took over the sulaco
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Re: Exploding Mine Nerf

Post by Davidchan » 26 Jan 2016, 02:56

Logi99 wrote:I mean I wouldn't mind mines being in the bushes. But under items or corpses... No.
How is this any different from facehuggers?

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Re: Exploding Mine Nerf

Post by DerpinMcDerpDerp » 27 Jan 2016, 09:11

Oooor increase damage done to humans by mines if humans are standing near mines and xeno is stupid enough to run on it?
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Re: Exploding Mine Nerf

Post by Pilcrow » 28 Jan 2016, 17:22

Logi99 wrote: Mines are abusive af. People put them under corpses of aliens or some shit. But in reality you would just step on the corpse and not trigger the mine.. I mean you can still do this but you have a chance of not triggering.
Why don't you go back a few decades and tell the viet cong to quit hiding explosives in vehicle tracks, because it's 'abusive'?
This is literally the point of mines - to be hidden away and slow down the enemy by causing casualties, paranoia, and forcing countermeasures. The fact that the mines will only kill you if you either run into multiple ones like an idiot or run into one with marines present also doesn't help your case.

Also, if you want humans to quit hiding mines, maybe get aliens to quit hiding huggers first.

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Re: Exploding Mine Nerf

Post by Bath Salts Addict » 28 Jan 2016, 17:27

Mines are fine as they are. They help weed out the idiot runners who disobey orders.

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Re: Exploding Mine Nerf

Post by Azmodan412 » 28 Jan 2016, 18:27

Logi99 wrote: I actually know what you're talking about. I've seen some idiots meta orbital a lot and like 2 or 3 people said to run and we only lost a larva. I mean icky I was like what's wrong? And dey go like booooom things in if when dey don't know about orbital. Ah there was this one time where the hive was in robotics and we all got boomed to death. Then five aliens remaining and I had to lead em all and we were victorious. We took over the planet and the alien ERT took over the sulaco
What about xenos who see an orbital beacon for the first time, but know something bad happens due to brushes with 'Boom-tubes' (SADARs), boom-rocks (mines), and boom-stones (grenades)?
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Re: Exploding Mine Nerf

Post by Pilcrow » 28 Jan 2016, 19:47

Azmodan412 wrote:What about xenos who see an orbital beacon for the first time, but know something bad happens due to brushes with 'Boom-tubes' (SADARs), boom-rocks (mines), and boom-stones (grenades)?
There's not really any equivalence, besides 'thing human throw go beep and boom'
SADARs and Mines don't even beep, either. It's only predators, orbital bombardment and grenades that beep - and they're all pretty distinctive from eachother (enough that an admin's already mentioned ingame that aliens shouldn't recognise pred beeps, even if they've seen grenades/bombardment, which is kind of dumb).

Like I've said elsewhere, it'd be better off if the OB beacon just didn't make a sound until it was too late - perhaps the classic 'mortar falling' kind of noise just under a second before the shot lands.

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Re: Exploding Mine Nerf

Post by Hycinth » 29 Jan 2016, 05:50

-1, xenos are barely threatened by mines as it is as long as you're not trying to run around solo.
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Re: Exploding Mine Nerf

Post by Pilcrow » 29 Jan 2016, 06:34

Wickedtemp wrote:EDIT: Welp, I fucked up the quoting and I'm too lazy to fix it on my phone.

Already suggested that, or rather, asked WHY marines and survivors don't trigger mines since they're anti-personal explosives that don't harm personal.

Apparently, the marines have little implants in them so the mine knows they're friendly. And even better, it can magically tell the difference between the heavy ravager corpse it's hidden underneath and a live drone that was walking nearby. It just magically knows.

It also magically knows not to blow up monkeys or anything else that isn't a xeno, despite the fact nobody's had contact with the Xenos yet.

Isn't that great?
It's already canon that things such as smartguns and turrets can both detect whether something is living, and use IFF targeting via ID cards.
It's not too much of a stretch to imagine that mines also use the same technology, although survivors and monkeys being able to pass over them fine is an oversight (and not that important, really - unless you want the new meta to be runners pushing monkeys about).

It's 'anti-personnel', by the way.

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