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Mines underpowered completely!!!
The new update basicly made mines completely underpowered.. its just rediculous..compare the mine skill with other weapons -
- Mines can be spotted if you have more skill than the player who placed them
-You actually need to step on a mine, or for someone to shoot it, in order for it to explode
-You need to waste 3 ap for each mine you place (unless you get loads of miner perks)
Im sorry but the update is rediculous.. 5-40 for a reguler mine?? a schu mine now does 8-66?? Why on earth would anyone make a miner now? take up grenades and you can not only do more damage, but can stun, blind and poison units..
The only thing this encourages is camping, done by cashers - place loads of mines and wait for the enemy to step on them..
Sorry if this sounds like a grunt, but actually it sort of is. My new account is level 12 and has a miner unit. Im not a casher, I saved up every mine that i found.. I dont even use them in most battles because i dont want to waste them, better to keep them for hard battles vs high levels, or tournaments, or whatever. now my new account is basicly useless..Honestly, miners are now useless, unless you are a casher and a camper.
If you thought miners were overpowered, which I dont think they were, then there are other ways to balance them out - less traps per area, traps weigh more, and alot of other ideas. a claymore that does 9-65 damage with 20traps skill, is useless.. I would rather put those skill points into something else..
If anyone has a different opinion, please post because I would love to hear it.
To the mods - I know that you are just trying to balance the game out, and trying different things, and might set it back the way it was. but basicly this was a really bad update to the mines.. extremely bad. it actually encourages camping for cashers, and destroys accounts for people who arent cashers and got a miner unit. Please change it back as soon as possible.
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Have you actually used it or just read description? It's powered down on the edges. Close damage is 30-40 for basic mine.
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No i havent used it yet. thanks for clearing that up.
still, they have been powered down which i find wrong. for corners I could live with, but why power down the damage without the corners?
Anyways, if its just lower damage for corners i can live with a bit less damage on the reguler. it just seemed rediculous that a claymore would do 15 damage sometimes, so thanks for clearing it up.
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Regular damage is subject to tweaking. We will change it tomorrow.
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After the dust settles, I may request a cost reduction for mines (to reflect similar numbers than that of the med packs) as they will surely only be effective (kills) in packs now. I may consider redoing my "furry" if the cost remains the same (I already pay 2k Enkord per game) and I'd rather not have to bring even MORE mines on my 3rd unit. Please reduce cost to reflect damage as well.
Yes, i understand more change is to come berserker, but I still expect the end result for mines to be a reduction in damage...
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Regular damage is subject to tweaking. We will change it tomorrow.
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Mines - What are they good for?
I recently dumped 50 dollars (70,000 Enkord) into an account, spent hours spec'ing in miner, had success when using offensive and defensive tactics, and now can't win a game to save my life. When a level 12 places 3 claymores in a cluster where all the mines present should have a radius large enough to hit a target but when a level 5 unit walks in and hits the first one and the collateral explosions do NO damage and he survives that's a waste of a buncha Enkord. Is there any way Miners can respec all 3 units (sorry, I set them up to complement the other's abilities) for free? Is there any way I can transfer my remaining enkord to another account? Please let me know.
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Due to the chaos that has already ensued... I am authorized to remind you that they will likely be adjusted again in the next 24 hours. The end result for mines, whatever they may be, will trigger an automatic "unlearning" for all mine perks and skill points. But, I think the only points reset will be for mines. So, don't panic "miners", and don't rejoice "mine haters"... not just yet!
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That's right people... the miners get a free reset for their miners ONLY. Which means that they can revert the reset - OR - if they had some mine skills that they aren't using... improve their unit builds!!
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Sorry... but what are you talking about?
If the one mine is placed, it will do normal damage.
You dont have to use clusters, 'great' tacticians.
For now it was like make 3 clusters with 3 mines in one and hide or lure your enemy on those minefields and... you have 100% winnings. As for me it is just buying a victory without any sweat. Buy 9 mines and you have every 1v1 battle won. Even when you are mindly disabled.
Indeed, you should be very proud if that was the only power of your accounts. For placing 3 mines in small area you need to be sooooooo smart.
Today I was fighting vs 5 lv's higher player, he made a minefield from 5 mines... You think that before update I got any chances to win this game?
So I was really very pleasantly amused, when it heavily wounded my unit, without killing him. I can say more: Though he was 5 lv's higher, he managed to kill me only one unit before I won... Does every miner is skilled as well as him?
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No, after the nerf to mines - all the miner accounts suddenly are "useless" until the mines are set properly or the perks are redistributed.
You basically played a guy with 2 fighters and 1 useless bait ☺
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Aaaand what is so wrong in need of place mines properly? For fire from aksu I need to see target. For catch sbdy in my mine I need to think about 'where'd he go, or just place mines on my route of retreat, OR place it near unopened chest. Too hard?
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so flank him and stay away from boxes lol
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While i think there still needs to be some adjustments to mines, I think the ultimate goal, in fact, was achieved: To reduce the "miners" ability of "insta-killing" from a cluster of mines.
I agree emu666, that now it takes a bit more strategy to win using a miner - it will require the person to spread out mines more and will give the other person a chance to heal up, regen up, or manuver a different direction rather then be killed instantly.
My biggest concern is at higher levels. Once you hit level 22+, you will notice that 3 mines, even before the patch, does not kill a unit. Therefore, you have to bring MANY mines to make it worth playing such a spec. Now, with the changes, I'm afraid its not going to be a viable choice for anyone at higher levels.
Let's wait and see what changes happen this week and then we can report back on how well we think its working.
I for one, agree, that mines were too powerful, and i'm a miner. ☺
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try treat mines as a secondary defensive not offensive weapon and everything will be fine, ridiculous is comparing mines to grenades 0_o
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Exactly. Mines are secondary, like medikits. You don't complain that you can't kill someone with medikits, do you? 😝
And by the way we are going to introduce sensors which will be binded to Traps skill as well... And also stun traps, to Trap skill will be very useful even with powered down mines.
Being said that we will drop all mines skill for free so you will be able so reskill if you feel they are still too weak.
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Just to clarify, I AGREE with the changes. I think this was a smart move and am glad to see there is some balance now. Keep up the good work everyone.
I know this isn't the proper place to post this but I MUST SAY, the amount and frequency of the updates to GUNROX is very impressive. I only we can help you keep the new players coming so that this level of attention can be sustained. GREAT WORK.
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I totally have to agree with onetower, mines are indeed secundary weapon , just like melee, pistols, and grenades.
And as mines have downsides , they also have huge usides, and as far as I''m concerend it has been ballenced better now.
It is still possible to let more mines explode at once, they just do less "splash" damage, excatly the thing that made them overpowerd.
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Actually, I was hoping the last patch would also allow "side by side" mines. I think the nerf was slightly strong. Perhaps when the utility mines (stuns, blind, camera) are released, they will be more viable once again.
Also, after careful consideration - I do not believe the cost for mines are too high (compared with others - though keep in mind if the intent is secondary, the cost SHOULD reflect that - knives and medkits are a cheaper secondary) for the time being...
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I still think that in a game that has flash grenades, stun grenades, milkors, etc.. mines are not overpowered, especially when all of the obove Cant be countered by a higher skill point status, while mines can. I guess we will just have to wait for the new mines and see what happens.
As for the comments about miners clustering mines and then camping.. come on.. you really think those cashers that want to camp cant do it without mines? you think a person that camps in a house with 3 benellis at level 8 is really different? or someone with 3 thumpers? At least with mines, you could have spotted them. or thrown a grenade before you decided to go near the house.
Anyways, In my opinion now you can either be a pure miner, or its useless for you to have mines. I disagree that its a secondary skill, its more like co-primary. I have an account that just has enough to place claymores, which I think i will change once given the opportunity. its not worth it anymore unless you have loads of miner skill now in my opinion, at least after a certain level. a stun mine would be less effective than a stun grenade, simply because with a grenade you can aim at the opponant instead of waiting for him to step on the mine. same with blinding mine. its a nice idea, but i dont see anyone choosing it as a secondary skill just for those, when he can choose grenades instead. mines that spot for you would be a nice thing to add though.
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