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Why do S mines have signs?

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11 Nov 2015, 19:53 PM
#101
avatar of medhood

Posts: 621

They have signs cause it looks cool
11 Nov 2015, 20:55 PM
#102
avatar of BlackHooligan

Posts: 150

i use them behind buildings at corners, or to cover my flank of mgs. They do wonders.

However cause a lot of PRO axis players (porygon-siuking) claim that they shouldn't have the sign i have to respect their opinion.
11 Nov 2015, 21:54 PM
#103
avatar of ZombiFrancis

Posts: 2742

Pioneers should be able to just lay signs without S-Mines as well, for the psychological aspects of the game.
11 Nov 2015, 21:59 PM
#104
avatar of BlackHooligan

Posts: 150

nice idea!!!!!
Phy
11 Nov 2015, 22:16 PM
#105
avatar of Phy

Posts: 509 | Subs: 1

You're using S mines wrong if you want to surprise the enemy. Use them on path retreat or as an denial area (b4 sweeper comes).

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.

12 Nov 2015, 00:50 AM
#106
avatar of Diogenes5

Posts: 269

It doesn't make any sense at all that S mines have a sign or that you lay 4 of them and have to practice cancelling it when you only want one mine.

Literally none whatsoever.
12 Nov 2015, 09:34 AM
#107
avatar of Brick Top

Posts: 1162

It does make sense, werhs forces are weak in isolation, but strong when backing each other up.. I.E. Combined arms.

S MINES work this same way.
12 Nov 2015, 11:22 AM
#108
avatar of RMMLz

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.
12 Nov 2015, 11:27 AM
#109
avatar of Junaid

Posts: 509

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.
12 Nov 2015, 11:29 AM
#110
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post12 Nov 2015, 11:22 AMRMMLz


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.
12 Nov 2015, 19:38 PM
#111
avatar of RMMLz

Posts: 1802 | Subs: 1

jump backJump back to quoted post12 Nov 2015, 11:29 AMKatitof

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 ( :guyokay: ). Care to explain?
12 Nov 2015, 19:57 PM
#112
avatar of Wygrif

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.
12 Nov 2015, 20:03 PM
#113
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post12 Nov 2015, 11:27 AMJunaid
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...
12 Nov 2015, 20:18 PM
#114
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post12 Nov 2015, 19:38 PMRMMLz


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 ( :guyokay: ). Care to explain?


USF have it.

IR pathfinders.
12 Nov 2015, 20:31 PM
#115
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post12 Nov 2015, 20:18 PMKatitof


USF have it.

IR pathfinders.


Major also has them :foreveralone:
12 Nov 2015, 23:12 PM
#116
avatar of RMMLz

Posts: 1802 | Subs: 1

jump backJump back to quoted post12 Nov 2015, 20:18 PMKatitof


USF have it.

IR pathfinders.



:foreveralone::foreveralone::foreveralone::foreveralone:

I even have the freakin' commander... but who cares since you have FlameRifles.
nee
12 Nov 2015, 23:33 PM
#117
avatar of nee

Posts: 1216

How about this:

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.
13 Nov 2015, 02:18 AM
#118
avatar of Grumpy

Posts: 1954

How about do away with signs but add suppression like every other mine so that units won't keep going forward until they're wiped.

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.

13 Nov 2015, 02:25 AM
#119
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

If Major did nothing but provide a retreat point, absolutely nothing would change. :foreveralone:
13 Nov 2015, 02:38 AM
#120
avatar of Grumpy

Posts: 1954

jump backJump back to quoted post13 Nov 2015, 02:25 AMVuther
If Major did nothing but provide a retreat point, absolutely nothing would change. :foreveralone:


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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