What would be the point of mines if they weren't a threat? If mines didnt kill my squads, i wouldn't upgrade pios to get a minesweeper.Nobody is suggesting not making them a threat. People are simply upset that 240 or 320 manpower gets lost to a mine.
Soviet TM 35 Mine
Posts: 5
Posts: 17914 | Subs: 8
Nobody is suggesting not making them a threat. People are simply upset that 240 or 320 manpower gets lost to a mine.
Well, cataclaw lost M3, flame engies and shock squad to a single mine field.
All mines are really potent.
Try sometimes placing a teller or minefield instead of getting LMG, grens don't really need these LMGs to beat cons.
Posts: 1162
Posts: 2181
Well somebody posted the exaxt same idea as me
Posts: 198
Did you build minesweepers after that?
Also I place my mines on roads most of the time as they are transportation routes for tanks more often than not. Does negative armour modifier affects mines damage? If yes, maybe that's the reason of squad wipes?
Additional damage has no effect on squad wipe potential for soviet mines, since they are already dealing 100% damage in their whole explosion radius.
Which is 200 damage, slightly higher than HP of infantrymen.
Posts: 503
Damage inner radius: 200 (killing the soldier/s who actually trigger it and dealing high dmg to vehicles)
Damage outer radius: 40 (same as s-mines / still heavy dmg = might wipe injured squads, wont wipe full health squads)
i might be ignorant of something relevant here... but then ignorance is strength.
especially when discussing balance
Posts: 5
S-mine fields come with obvious signs, cost twice as much and gives its victims the chance to halt if they stumble upon it. If a S-mine field wipes a squad it is usually due to incompetence on the Soviet side unless it is placed in a retreat path. Soviet mines are stealthy sons of guns that regularly wipe entire squads that step on them.
Well, cataclaw lost M3, flame engies and shock squad to a single mine field.
All mines are really potent.
Try sometimes placing a teller or minefield instead of getting LMG, grens don't really need these LMGs to beat cons.
Posts: 17914 | Subs: 8
Even the best ones will hit the mines.
And its not like its hard or takes long to plant s-mine field on retreat path either.
Posts: 157
Did you build minesweepers after that?
Also I place my mines on roads most of the time as they are transportation routes for tanks more often than not. Does negative armour modifier affects mines damage? If yes, maybe that's the reason of squad wipes?
Yes I had at least on sweeper in every game. Kind of funny I had a stray mortar shell land need one of my pios while clearing a mine... :|.
Posts: 2
Posts: 2
Posts: 476
Possible Solution: Maybe make it so that mines don't insta kill scoutcars but always give heavy engine damage or even immobilized + almost one hit a Scoutcar (not for heavyer vewhicles.) so that you can maybe save it, if you have a mg nearby? Hmm, not really a good solution.
Posts: 550 | Subs: 1
If your scout car pursues a retreating squad you made an internal valuation weighing the risks (hitting a mine and loosing your sc, m3 or t70) against the rewards (killing the squad). If you hit a mine (regardless of whether it is a sc, m3 or t70) you did that willingly and knowingly and by no means should you get out of it.
This principle applies for both factions.
The potency of mines against infantry however is absolutely something that can be discussed.
Posts: 1439
Posts: 598
Posts: 102
This mine is MUCH more potentent and deadly then any mortar and even more potent than artillery. For 30 munitions and right from them start? I doubt this is intended.
I have no problem if the mine kills the models (1 or 2) that happens to stand in the center of the blast and leave the rest that stand in the outer area of the blast heavily damaged. Thats more than enough for 30 munitions if you ask me.
But I am still guessing that this is not intended and asking someone at Relic to give some info on this subject.
Regards
ace
P.S. the same goes in some way for the Ostheer Tellermine. It has the same "blast damage profile". The difference is it won't trigger when infantry walks over it. But if a squad heppens to be near when it goes off -> Dead!
Posts: 125
Posts: 522
Posts: 42
Posts: 17914 | Subs: 8
Mines were perfect in coh 1. I want coh 1 mines back!
They are still there in coh1, feel free to go there.
Livestreams
45 | |||||
37 | |||||
15 | |||||
5 | |||||
4 | |||||
181 | |||||
10 | |||||
5 | |||||
5 | |||||
3 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.600215.736+15
- 3.34957.860+14
- 4.1107614.643+8
- 5.305114.728+1
- 6.916405.693-2
- 7.273108.717+24
- 8.722440.621+4
- 9.261137.656+2
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
34 posts in the last month
Welcome our newest member, Falac851
Most online: 2043 users on 29 Oct 2023, 01:04 AM