Why do S mines have signs?
Posts: 621
Posts: 150
However cause a lot of PRO axis players (porygon-siuking) claim that they shouldn't have the sign i have to respect their opinion.
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Posts: 150
Posts: 509 | Subs: 1
I have to say that even with the signs it's easy to lose one squad if it's damage and you're not paying attention.
Can't believe you're complaining about signs in S mines, seriously. I find them really powerful and balanced as they are now.
Posts: 269
Literally none whatsoever.
Posts: 1162
S MINES work this same way.
Posts: 1802 | Subs: 1
Pioneers should be able to just lay signs without S-Mines as well, for the psychological aspects of the game.
Coolest idea ever, for a mod of course. Reminded me of Brits fake artillery flairs in vCoH.
Posts: 509
And the same thing will happen if any other faction's mines were in a square 4 at a time spaced like s minefield and the opponent does the same thing or they're in the retreat path.
Arguably the only benefit the s mine over an equivalent mine-field is cheaper muni cost (60 vs 120 muni for equivalent other faction field). But then again, it can't hurt armored vehicles and requires 60 muni in the bank to even order (compared to 30) so there's a tradeoff.
So no, there shouldn't be signs. It already has tradeoffs in terms of usability in exchange for its cost.
Posts: 17914 | Subs: 8
Coolest idea ever, for a mod of course. Reminded me of Brits fake artillery flairs in vCoH.
We do have them in coh2 too you know.
Posts: 1802 | Subs: 1
We do have them in coh2 too you know.
I don't have Brits, and to be honest I mostly focus on how to rage when I get my ass kicked when playing versus Brits ( ). Care to explain?
Posts: 278
Pioneers should be able to just lay signs without S-Mines as well, for the psychological aspects of the game.
I'd rather have this than sign-less mines TBH. The mind games you could play with this would be brutal.
Posts: 2885
They shouldn't have signs though. Only way you'd lose a squad(s) is if you don't pay attention (keep on running through it) or its in the retreat path.
And the same thing will happen if any other faction's mines were in a square 4 at a time spaced like s minefield and the opponent does the same thing or they're in the retreat path.
Arguably the only benefit the s mine over an equivalent mine-field is cheaper muni cost (60 vs 120 muni for equivalent other faction field). But then again, it can't hurt armored vehicles and requires 60 muni in the bank to even order (compared to 30) so there's a tradeoff.
So no, there shouldn't be signs. It already has tradeoffs in terms of usability in exchange for its cost.
Wait, so what you are saying is that mines should wipe? Like what? Especially 15 muni mines? Man come on, one wipe is a loss in every single equal matchup. There is no way any mines should wipe full health squads, especially spammable cheap mines that cover huge are so it is harder to miss them...
Posts: 17914 | Subs: 8
I don't have Brits, and to be honest I mostly focus on how to rage when I get my ass kicked when playing versus Brits ( ). Care to explain?
USF have it.
IR pathfinders.
Posts: 2885
USF have it.
IR pathfinders.
Major also has them
Posts: 1802 | Subs: 1
USF have it.
IR pathfinders.
I even have the freakin' commander... but who cares since you have FlameRifles.
Posts: 1216
There is only one sign post instead of four, and the direction it implies is random, so a sign that implies the mines are behind it may in fact be to its left, right, or in front.
It will still indicate a minepost somewhere, but exactly where is left unsaid, so you either err on caution and avoid the general area, risk your men and try one side, or get minesweepers.
This way, it does both- it tells opponents that mines are nearby, but won't tell them exactly where. The opponent is at best given a vague general hint.
Posts: 1954
The S mines are most annoying when you flank someone, have to retreat a squad, and the retreat path goes through one of these minefields, which guarantees a wipe. I'm not sure that there is really any balance changes that would stop that.
Posts: 3103 | Subs: 1
Posts: 1954
If Major did nothing but provide a retreat point, absolutely nothing would change.
If I don't need the forward retreat in a 1v1, the Major works great as a S-mine detector. One use only.
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