Ok looking at these maps and tasked with it adjusting some lockers. Whats your view on spider mines. I hate to admit it but sometimes they can be useful. Spider mantaing a tank is sweet especially if vic is in it. So should they be bleached out of every map or placed sparingally in places?
Yes/No?
Spider Mines Yey or nay?
Personally, I think it depends on which map you're talking about. If they're on maps specifically designed for spam such as Bitchslap or Dreamus, they're annoying. On the bigger maps that don't seem enclosed, I say go ahead.
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I could play any map really happily with any mines at all -
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Yah...keep the little buggers!
Agree that on spam maps they're more nuisance than helpful...I get tired of flakking or mini-ing them...when I'd rather have my ammo for a target that counts...like the back of someone's head! ::evil grin::
KKat
Agree that on spam maps they're more nuisance than helpful...I get tired of flakking or mini-ing them...when I'd rather have my ammo for a target that counts...like the back of someone's head! ::evil grin::
KKat
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
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Hmm.. sure. The game designers, in all their infinite wisdom, deemed to put them in the game. Put them with like 8 ammo, but no more than that. Mines really aren't a problem if you have a flak cannon, when they jump for the kill blow, just jump forward, reverse direction, and flak.
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Mines with grenade icing can take out just about anything. Fun to watch too. Big Bada Boom!
Snaggle.
Snaggle.
Can you guess how I voted?
When used in moderation and carefully placed in the right spot on a map they can be an ok addition. I'll never be a big fan of such a non-skill weapon but mines have their uses I'll freely admit and they are part of the game as Epic intended it. The thing I hate is when mappers put them in highly trafficed lockers like the ones in a base and then load them up with 16 mines as a default ammo count. That is insane with 32 players all having quick and easy acess to that many.
If you're going to use mines in your map, place them as a seperate pickup with low default ammo and then a pack or two of mine ammo right next to the weapon to allow for it to be used by a person only if they make a specific effort to get the weapon. One of the early attempts to fix Primeaval did it just right - it placed mine pickups at the elbow of the turn in the path from the cores to the center node. Not immediately available but still there if you wanted to take a few moments to pick them up. Reduced ammo counts also help cut down on the choppiness some maps suffer from as mines = lag for those who don't know.
When used in moderation and carefully placed in the right spot on a map they can be an ok addition. I'll never be a big fan of such a non-skill weapon but mines have their uses I'll freely admit and they are part of the game as Epic intended it. The thing I hate is when mappers put them in highly trafficed lockers like the ones in a base and then load them up with 16 mines as a default ammo count. That is insane with 32 players all having quick and easy acess to that many.
If you're going to use mines in your map, place them as a seperate pickup with low default ammo and then a pack or two of mine ammo right next to the weapon to allow for it to be used by a person only if they make a specific effort to get the weapon. One of the early attempts to fix Primeaval did it just right - it placed mine pickups at the elbow of the turn in the path from the cores to the center node. Not immediately available but still there if you wanted to take a few moments to pick them up. Reduced ammo counts also help cut down on the choppiness some maps suffer from as mines = lag for those who don't know.
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The same infinite wisdom that produced a whole slew of virtually unplayable ONS maps out of the box, the crazily powerful early version Raptors and Mantas, the excellent weapon balance, etc? Heh.Zax_Gentoo_Box wrote:Hmm.. sure. The game designers, in all their infinite wisdom, deemed to put them in the game. Put them with like 8 ammo, but no more than that. Mines really aren't a problem if you have a flak cannon, when they jump for the kill blow, just jump forward, reverse direction, and flak.
Did you know the Spider Mines were originally intended to latch onto a target and drain health from it (they're "Parasite" mines)? They never bothered finishing the mines and completing that functionality.
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+1Urtho wrote:Can you guess how I voted?
When used in moderation and carefully placed in the right spot on a map they can be an ok addition. I'll never be a big fan of such a non-skill weapon but mines have their uses I'll freely admit and they are part of the game as Epic intended it. The thing I hate is when mappers put them in highly trafficed lockers like the ones in a base and then load them up with 16 mines as a default ammo count. That is insane with 32 players all having quick and easy acess to that many.
If you're going to use mines in your map, place them as a seperate pickup with low default ammo and then a pack or two of mine ammo right next to the weapon to allow for it to be used by a person only if they make a specific effort to get the weapon. One of the early attempts to fix Primeaval did it just right - it placed mine pickups at the elbow of the turn in the path from the cores to the center node. Not immediately available but still there if you wanted to take a few moments to pick them up. Reduced ammo counts also help cut down on the choppiness some maps suffer from as mines = lag for those who don't know.
Although I will agree that mines do make new players feel a little more comfortable against better players and might allow for them to stick around more and get better, instead of just getting pounded and leaving.
Rich (TW)