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Mine sweepers shouldn't make blobs immune to mines

30 Jan 2016, 18:11 PM
#41
avatar of Highfiveeeee

Posts: 1740

If speaking about sweepers, can we already give them experience for each swept mine?


I would also like to see exp from damage done by planted mines.
30 Jan 2016, 18:39 PM
#42
avatar of Australian Magic

Posts: 4630 | Subs: 2



I would also like to see exp from damage done by planted mines.


Sure thing, but exp from disarming and damage from mines should only apply to ost and su engis.
30 Jan 2016, 19:30 PM
#43
avatar of Captain QQ

Posts: 365



it's clear but you STILL don't get how sweepers work.

mines are a boolean. mine is either undetected/armed or detected/disarmed. you cannot detect a mine but leave it armed; therefore you cannot detect a mine but "not give protection to those around them."

the detection is what "disables" the mine.


AND IF THE RANGE OF THAT DETECTION WERE HALVED IT WOULD SOLVE THE ISSUE AT HAND!

30 Jan 2016, 21:50 PM
#44
avatar of The_Courier

Posts: 665

No. Mines are cost-effective enough as it is, they are in a perfect spot in fact. Nerfing them like that wouldn't solve any issue, just make mine spam even more powerful because then driving off the sweeper unit (easy considering how fragile they are) would easily allow a decent player to lock down the map.

Mines also aren't supposed to counter the Volksblob. Where's your Katy?
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