Teammate-triggered mines.

Old server topics and posts from 2012, Read only
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Teammate-triggered mines.

Postby DMG_Kowi » Tue Apr 17, 2012 13:05

How about making mines explode also when a friendly player steps on it? Since it is fun&obj why not make it more pro? I think whole gameplay and objective gaming will benefit, since there won't be crazy minefields all around the spot, which is huge and easy advantage for defenders. Discuss!

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Postby DennizOlof » Tue Apr 17, 2012 13:26

If this was implementet so called TK and TD from friendly mines would have to be removed. Or not added to the gameplay on each team. Otherwise ppl would get kicked fast from a game for to much TK or TD on own teammates.

If that is possible, then I am for it, otherwise, naaaa, would probably not work so well in regard to TK and TD. But it would prevent in most cases crazy minefields wher your own team have to go or walk and so on.

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Postby Plastic_Jesus » Tue Apr 17, 2012 14:14

That would make some maps impossible for your own team, so I am not for this idea. Think about those maps where is onyl single jump, you cannot jump over the mines.

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Postby DennizOlof » Tue Apr 17, 2012 14:27

But what i all maps on the server had double jump, singel jump is hard, when you are use to double jump.

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Postby DMG_Kowi » Tue Apr 17, 2012 14:34

It's just about where you place those mines, Saukko.

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Postby RapidHail » Tue Apr 17, 2012 15:12

Saukko wrote:That would make some maps impossible for your own team, so I am not for this idea. Think about those maps where is onyl single jump, you cannot jump over the mines.

-*S

Since the very begin of ET you were able to jump over mines. It's difficult but possible. Ofc if there is no more then 1 in a row 8)
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Postby stephan » Tue Apr 17, 2012 15:14

personally i am against this, especially with bots and normal players.

and what speaks against minefields?

after some days of playing you can see them.
until then you are warned by a small message on screen when there are mines around and you can try to defuse them or take another way.
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Postby Smadje » Tue Apr 17, 2012 16:07

I like mines that can be triggered as well. But the Bot argument from stephan is a critical point I think..

I however would like to see the amount of mines reduced. At the moment the limit is 20 mines. Since we usually play games with smaller teams on fun&obj I would like to see it limited to an amount between 10-15.
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henksmadje please read topic more carefully and other topics too where u reply, then u get the point and dont have to make stupid posts.

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Postby stephan » Tue Apr 17, 2012 16:29

that ofcourse can be done in a vote.
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Postby Leo_The_God » Tue Apr 17, 2012 16:37

Saukko wrote:That would make some maps impossible for your own team, so I am not for this idea. Think about those maps where is onyl single jump, you cannot jump over the mines.

-*S


Cover ops/engy class has to spot the mines :) ET isn't just a matter of Rambo medic :)


Smadje wrote:I like mines that can be triggered as well. But the Bot argument from stephan is a critical point I think..

I however would like to see the amount of mines reduced. At the moment the limit is 20 mines. Since we usually play games with smaller teams on fun&obj I would like to see it limited to an amount between 10-15.


+1 :good:
10/15 mines are enought. If u don't wanna able TD for it, at least less mines
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Postby Daghel » Tue Apr 17, 2012 17:57

Less pro thats better.
Amount of mines is fine for me. Ppl just need more xp to spot them.
Last edited by Daghel on Tue Apr 17, 2012 19:09, edited 1 time in total.
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Postby Dre_of_chaos » Tue Apr 17, 2012 19:06

Alot of these discussions seems to end with the same argument... 'if you got more xp, you can XXX'.

Why get a new server if you don't worry about attracting new players? If a new player comes in now, he will see all these settings that encourage players with high xp to play. That new player won't come back...

Fact is, there are alot of servers with the same settings as PSFunAndObj AND with a higher population (including PS1, PSFun is a PS1 clone with less players and more bots at the moment). If you don't make it more attractive for new players (even just temporary) then this server will end up like PS2, PS5, and the other PS servers that got taken down.

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Postby DMG_Kowi » Tue Apr 17, 2012 22:56

I forgot about the bot issue, but most of the time when serious game is on, there are only living competitors.

Argument that 'from lvl x you see mines' is non-sense. Fact, that you see mines, doesn't make them disappear or self-defuse. It only helps to avoid surprise death, but you still must somehow go round them. And when you are involved in fight, there is no chance to avoid mines on such minefield (which usually ends up being blown out), while your enemy can run freely over own mines.

Another thing, best to explain on example. On ParisBastille it is normal to plant mines all around pillars. When attacking engy plants dyna, he is in trap, with no way to hide/camp anywhere, because he will get blown. There is also no point in defusing mines, because then he will get killed by incoming defenders.

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Postby Daghel » Wed Apr 18, 2012 16:37

DMG_Kowi wrote:I forgot about the bot issue, but most of the time when serious game is on, there are only living competitors.

When there is serious game? It's not ETpro.

Argument that 'from lvl x you see mines' is non-sense. Fact, that you see mines, doesn't make them disappear or self-defuse. It only helps to avoid surprise death, but you still must somehow go round them. And when you are involved in fight, there is no chance to avoid mines on such minefield (which usually ends up being blown out), while your enemy can run freely over own mines.

You are looking only from perspective of medic. Mines on PS#F&O are weaker than on PS#1. As engie, you need 2-3 to kill a player. So it's not like 20 kills with 20 mines. While playing as engie it's actually a point to kill or distrub enemy and help your team with obj. Even when enemy can spot mines, he need to take different route, so that's disturbing him. I know from the times when mines were triggered by teammates, that it would be preety often unskilled engie is placing mines in dumb places and in fact blocking his own team more than blocking enemy. Another thing is TK index. It would be much easier to poor engy to recive some TD becouse of stupid teammates walking on his mines. Most of players imo are used to walk on firendly mines.

Another thing, best to explain on example. On ParisBastille it is normal to plant mines all around pillars. When attacking engy plants dyna, he is in trap, with no way to hide/camp anywhere, because he will get blown. There is also no point in defusing mines, because then he will get killed by incoming defenders.


That's why our engie need to kill defender engie 2 times. Once when defusing mines, and second after planting dyna. And that's usually required some backup of teammates. He can also plant his mines where earlier allies mines were before planting dyna.



Instead of changing amount or settings of mines i'd like to see rifle strenght reduced. So far it's even more powerful than on PS#1. And with current hitboxes it's just lol.
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Postby DMG_Kowi » Wed Apr 18, 2012 18:43

Daghel wrote:
DMG_Kowi wrote:I forgot about the bot issue, but most of the time when serious game is on, there are only living competitors.

When there is serious game? It's not ETpro.

Bots play mainly in the morning or at night. Normally where there are at least 6 players bots are off (this is what I meant by serious game) and they are no problem anymore.

About different situations and uses of mines it is all discussable and mostly it up to how people play. And yes, people mostly plant mines without much thinking.
Bastille I think is just very good example. It's easy to say "kill engy when defusing mines and then after planting dyna". Harder to do considering the fact that defending engy usually isn't alone and allied respawn is so close to the pillars.

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