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Found 5 results

  1. I like to use AT mines. I find them effective in defensive situations. But often when i place my AT mines, i move on and play another role in the battle. Is there a way to know if my AT mines are gone... while i play a different character from the one that placed them? i.e. i buy a rocketer and place AT mine. then i change to a hotwire and heal team. If my AT mines get used i want to replace them. BUT i have to buy a character with mines to find out if that is even necessary. If there was a way to know if my AT mines were still active or gone... i could continue playing......
  2. Destroyed building mines could be able to remove by anyone... It'll be grate benefit for Hotti/Tech
  3. I think EMP-grenades are overpowered and I'd like to hear your opinion on my points. 1. Large radius, no "hidden" mines possible EMP Grenades disarm mines in a very large radius, making it impossible to prevent enemy infantry from entering the building (which is the primary use-case of mines, right?). Even "hidden" mines behind corners are disabled, due to the very large area affected. This effectively makes mines useless against EMP-Grenade-Infantry or any group of infantry that contains at least one of these. 2. Barracks/Hand of Nod is much more important Basic infantry can not simply disable the mines. So losing advanced infantry not only gives your team weak infantry-weaponry, but also diminishes your chances of infiltrating the enemy base due to the lack of EMP-Grenades. On the other hand, the enemy can rush your buildings, eliminating your remaining Advanced Engineers/Hotwires with ease, as they can freely walk in. 3. No Teamplay required Unlike original Renegade, you do not need any kind of teamplay (an engineer and other high-level combat units) to successfully clear an enemy building. A LCG/Sydney/... can do all the stuff alone. Throw an EMP-Grenade, rush the building, kill everybody. Often there are only a few engineers in the building, having absolutely no chance against a Sydney/LCG/etc. 4. No Sneaking required No need to stay alert and being "unarmed" while disarming mines, like an engineer does - all you have to do is to throw the EMP-Grenade and hope that noone sees you... well okay, this actually doesnt matter, 1-2 hits of your PIC and he's gone. 5. You can't counter it Compared to an engineer who has to disarm the mines one-by-one from close range, effectively unarmed, you can't counter a Sydney/... throwing an EMP-Grenade from some distance or behind some cover. When the grenade is on it's way, the mines are gone, no matter what you do. - And good luck at remining, when some Sydney is watching you. 6. You can buy a repair-kit capable of disarming mines So, if you want to infiltrate with a combat-unit, buy the kit. Simple. Or ask a teammate to help you out. My suggestion: - Change EMP-Grenades to not affect mines anymore. This will - reduce the balancing-gap when one team has lost advanced infantry - balance the efforts of mining and disarming - make mines useful against the main threats to a building (all units carrying EMP-Grenades also do massive damage vs MCT and engineers) - make the game far more tactical as "stupid" rushes won't work anymore - leave infiltrators disarming mines effectively unarmed and make them better counterable - greatly improve teamwork, as an engineer needs protection / the others need him/her to disarm the mines Let's start the discussion
  4. Important Note: For this topic, the mining system is as it is in the current iteration of Renegade X - Hotwires and Technicians are the sole miners. For discussion on mining alternatives, such as automatic mining or laser defenses, please use the Mining Thread instead. Edit: Added an additional poll option for favoring an alternative, even though alternatives are not discussed here. This topic is a branch off of the Mining Thread, specifically focusing on how to deal with the vanilla mining system instead of worrying about alternatives. These proposals may revolve around changing other aspects of the game to accommodate for the mining system instead of revamping the system itself. In addition, feel free to mix and match between these ideas to create the best experience possible. Not all of these suggestions are my own, credit goes to whoever originally suggested them. Other ideas and discussion is welcome here, but remember this topic relies on keeping the current mining system instead of replacing it. Proposal 1: Have Advanced Engineers have only 1 Timed C4 instead of 2. Yes, this is a straight out nerf to Infiltrators so no single player can blow up a building from max health. So, in order to destroy a structure, an infiltrator will need to bring a friend or need to solo infiltrate the building twice (maybe three, don't know the exact numbers) in order to destroy it from full health and armor. The reasoning behind this proposal is that solo infiltrators are very powerful in the right hands, being able to take down a building alone. By removing just 1 Timed C4, infiltrators can still do permanent damage to a structure but give the defending team another chance to recover and figure out what went wrong instead of instantly losing a building. This "Second Chance" is what I believe will quell some of the frustration of the current mining system, even though the mines will need to be fixed, the team does not suffer massive losses due to one mining mistake. If it happens twice, then the infiltrator is just that good. Proposal 2: Explosive Redistribution A rebalancing of explosive distribution for infantry, bringing back Grenades to replace some instances of Timed C4. This should help somewhat with early game rushes since not everyone has C4, but may affect infantry versus vehicles negatively. Soldiers - Now have Grenades instead of Timed C4. Shotgunner - Now have Smoke Grenades instead of Timed C4. Grenadier & Flamethrower - No changes. Marksman - No changes? Engineer - No changes. Advanced Engineer - No changes, unless going with Proposal 1 which removes 1 Timed C4. Officers - Now have 2 Grenades instead of Timed C4. Rocket Soldier - No changes. McFarland & Chemical Trooper - Now has a Smoke Grenade and a normal Grenade instead of Timed C4 Deadeye & Black Hand Sniper - No changes? Gunner - No changes. Stealth Black Hand - No changes. Patch - Now has 2 Grenades and a Smoke Grenade instead of Timed C4. Laser Chain Gunner - Now has 2 Grenades and a Smoke Grenade instead of Timed C4. Havoc & Sakura - No changes? Sydney & Raveshaw - No changes. Mobius & Mendoza - No changes. // Alternatively, give them 2 Remote C4 instead of a Timed C4 to help their role with being a Tier 3 Infantry base rusher. Proposal 3: Allow teammates to disarm their team's mines. While this can be abused, the purpose is to allow for misplaced mines to be replaced by proper ones, or disarming mines in a destroyed structure. Whenever a teammate disarms a mine they do not own, a message will show up on the screen like overmining, such as "Sire is disarming near the Refinery!" This should help newbies realize proper mining strategies when they find their mines replaced and explained on where to place them. Abuse should easily be covered by the vote system and local mods, with extreme cases being handled appropriately. Proposal 4: Mine Radar Essentially, have friendly mines appear on the mini-map. If mines are dropping and a door does not have mines, the team can mobilize to defend that building. I'm a fan of the defending team searching through each building to discover which one has actually been infiltrated, so I don't care much for this idea. Proposal 5: Miner's Club Essentially, only "verified" players can mine. If players are not verified, they cannot use mines. Not a fan of this system, how is a new player going to learn if they can't use mines first hand? Proposal 6: Newbie Mining Areas Marks out an area for new players that essentially says "Mine Here!" So, there will be a square just inside of a structure with three marks on the ground for mines. This can be expanded to HoN windows and Strip tower on flying maps, to non-standard locations on other maps.
  5. Would it be possible to repair your own mines, maybe make right click a repair only beam so if they are emp'd you can stop it instead of watching helplessly, because as it is now if their damaged you have to get someone else to repair them but if someone else's mines are emp'd an engineer can easily keep 5 or 6 mines alive.
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