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Old 2014-06-08, 11:47 AM   [Ignore Me] #1
Stanis
Master Sergeant
 
Re: Cont Lock finally?


Originally Posted by Baneblade View Post
If mines were not quite so powerful or able to be placed so close together, it wouldn't be a problem.
I hope at some point for an engineer class revamp.
In which we get the option to deploy a minefield and deny area.

In a way mines are missing their actual purpose massively. It shouldn't be about sneaky traps on a vehicle pad or getting one in position.

It's supposed to be about shutting down a section of road until clear.
It's like most static defences : missing the point.
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Old 2014-06-08, 05:14 PM   [Ignore Me] #2
Mordelicius
Major
 
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Re: Cont Lock finally?


Originally Posted by Stanis View Post
I hope at some point for an engineer class revamp.
In which we get the option to deploy a minefield and deny area.

In a way mines are missing their actual purpose massively. It shouldn't be about sneaky traps on a vehicle pad or getting one in position.

It's supposed to be about shutting down a section of road until clear.
It's like most static defences : missing the point.
I've argued that a mine-field ability is best suited for Flash gameplay in my Flash Revamp thread: http://www.planetside-universe.com/s...ad.php?t=57229

As for Anti-infantry minefield, it has to be an AI mine sidegrade, that doesn't encroach on other grenade/C4 abilities, or else it becomes a grenade/c4 upgrade instead of a sidegrade. Imagine players thrwoing/dropping this in a cluster of players.

Originally Posted by Mordelicius View Post

....

Special Flash Abilites - The Flash need more special abilities.

Sidegrade: Flash Shield Ball - Using the F key
- covers the Flash in a ball of shield that can absorb a fixed amount of damage for 5 seconds.
- The Flash cannot shoot while in this state and cannot roadkill players (just pushes them with no damage)
- The Flash cannot shoot for 5 seconds after the shield wears off (to prevent it from being abused).
- This would act as an escape mechanism, nothing more.

Sidegrade: Scatter Mini-Mine Field (damage) - Again using the F key scatters tiny mines (6-8) around the Flash
- Can be activated at any time.
- The mines would be invisible to enemies.
- 1 minefield active per Flash. Has 3 charges (can be reloaded) with 3-5 minute cooldown per use (so it's not spammable).
- The damages will be small but enough to injure Tanks/Harassers/Sundies
- Activated only by vehicles and will not hurt infantry, just their shields.
- Perfect for laying traps on advancing vehicle columns and eluding vehicles in pursuits
- Dropping them behind tanks is also good if they try to back away.

Sidegrade: Scatter Mini-Mine Field (disable)
- Similar to above but the mines will disable/slow the vehicle for 5-10 seconds
- Will not damage the vehicle.
- The more times it has been hit, the slower it becomes.
- Again, a different means for trapping attacking vehicles, making them vulnerable to allies.
- Also good for escaping.

Sidegrade: Tank/Harasser Jammer
- Weapon will be mounted in the Primary weapon slot
- Maintain lock on target vehicle up to 10 seconds
- Cooldown 1-1:30 minutes.
- Vehicle cannot fire when being jammed
- Not applicable to deployed Sunderers.

....
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Old 2014-06-09, 10:31 AM   [Ignore Me] #3
PredatorFour
Major
 
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Re: Cont Lock finally?


Originally Posted by Stanis View Post
I hope at some point for an engineer class revamp.
In which we get the option to deploy a minefield and deny area.

In a way mines are missing their actual purpose massively. It shouldn't be about sneaky traps on a vehicle pad or getting one in position.

It's supposed to be about shutting down a section of road until clear.
It's like most static defences : missing the point.
A bit of a tangent but one of the things i don't get with this game is why tank mines don't light up like AI mines. Surely they should both light up or not at all.
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Old 2014-06-10, 01:59 PM   [Ignore Me] #4
Rivenshield
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Re: Cont Lock finally?


Originally Posted by Stanis View Post
I hope at some point for an engineer class revamp.
In which we get the option to deploy a minefield and deny area.
This, a thousand times. In the old game we could -- not stop, but slow down enemy tank zergs with our massive minefields of weak all-purpose mines. Combine that with a few offroute Spitfires, and you can buy time for reinforcements to see what's going on and show up. You can also turn small indefensible facilities into zerg-eating black holes -- again, for a short while. The Terran Republic was great at this. It was part and parcel of our corporate culture. It was how we compensated for crappy smallarms and meh vehicles.

Now we have good smallarms and vehicles... but I wonder if we (or the game) are better off.
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