If any designers are reading this: what the actual fuck. A one click ability that drops a ton of mines at once, denying large areas and seriously damaging/ killing both infantry and armor. Can you just rename this game "We Have Boners for Axis" and be done with it ?
EDIT : I realize its also the minefields and S-mines. Ridiculous.
Butterfly mines
28 Feb 2025, 02:59 AM
#1

Posts: 288
1 Mar 2025, 00:36 AM
#2

Posts: 1391
How do you think this mechanic compares to other abilities in the game? Are there similar abilities that feel more or less balanced, and why?
In what ways could a mechanic like this affect strategic depth? Could it potentially add a layer of complexity that rewards careful planning and positioning?
What role do you think mines should play in COH3? Should they be more about tactical placement, or can they be a tool for more immediate, area-denying actions?
If the game developers were to alter this ability, what changes would you propose to maintain its strategic value while addressing your concerns?
In my own personal opinion, I think it would be best if they explode on contact when falling, but require friendly engineers to dig the mines into the ground, "setting" them in order for them to explode afterwards.
Freely I admit that I haven't played the game in a while so I don't really know how exactly they work rn
In what ways could a mechanic like this affect strategic depth? Could it potentially add a layer of complexity that rewards careful planning and positioning?
What role do you think mines should play in COH3? Should they be more about tactical placement, or can they be a tool for more immediate, area-denying actions?
If the game developers were to alter this ability, what changes would you propose to maintain its strategic value while addressing your concerns?
In my own personal opinion, I think it would be best if they explode on contact when falling, but require friendly engineers to dig the mines into the ground, "setting" them in order for them to explode afterwards.
Freely I admit that I haven't played the game in a while so I don't really know how exactly they work rn
5 Mar 2025, 19:04 PM
#3

Posts: 288
How do you think this mechanic compares to other abilities in the game? Are there similar abilities that feel more or less balanced, and why?
In what ways could a mechanic like this affect strategic depth? Could it potentially add a layer of complexity that rewards careful planning and positioning?
What role do you think mines should play in COH3? Should they be more about tactical placement, or can they be a tool for more immediate, area-denying actions?
If the game developers were to alter this ability, what changes would you propose to maintain its strategic value while addressing your concerns?
In my own personal opinion, I think it would be best if they explode on contact when falling, but require friendly engineers to dig the mines into the ground, "setting" them in order for them to explode afterwards.
Freely I admit that I haven't played the game in a while so I don't really know how exactly they work rn
Thanks for asking. I am hoping you are doing so because you have input with the designers. The following comments not only address butterfly mines but the other mine-based abilities of this DAK battlegroup.
This mechanic, specifically the DAK battleground focusing on area denial, seems to have little or no parallel among other factions or battlegroups. This makes it especially effective at all phases of the game.
This mechanic, afforded only to DAK and by extension other team members, offers great strategic advantages and one might argue tactical advantage, considering how quickly these minefields are erected. Strategically, it only seems to add complexity to the Allied side, as they must ensure that they have a minesweeper ready or some means of bombarding the ground to clear the way prior to advancing. Careful thought and planning does not seem to be a requisite for benefiting from this ability, considering its very low cost. The benefit to using these abilities not only pays off in the short term, ie: causing a retreat, bleeding enemy units, or denying access, but perhaps more importantly, it serves to stall Allied advances and/or territory capture until much later, allowing Axis to focus on building up troops while Allies are starved for resources or denied strategic positioning opportunities. Again, this comes at a very low cost to the DAK, making it an exceedingly powerful tool.
In my opinion, mines didn't really need any adjustment, just as bunkers didn't really need any adjustment. It is beyond puzzling as to why the designers felt the need to take these two things and build most of a battegroup around them (DAK, and Coastals). It rewards lazy gameplay and creates a disproportionately frustrating experience for seasoned Allied players in team games and potentially even driving away new Allied players.
To adjust this ability would mean to increase the cost of the s- field significantly, and for the butterfly mines, to increase cooldown and/or remove its "permanence"; eg: they explode on contact and that's it. They don't linger.
Again, for both sides, mines and mine-based abilities were already in a good place. They rewarded careful placement, were not spammable, and their use paid off for both sides.
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