30muni mine balance
Posts: 738
Door mines to me are also pretty cheap, it's basically an exploit wiping an entire squad just because lelic were too lazy to code the squad models leaving one man at a time.
the fix?
mines will suppress infantry and bring them down to 20% health but can no longer kill models
Posts: 2885
Posts: 2693 | Subs: 1
Posts: 1653
Yeah, mines (and demo charges) need a good looking at. I have won and lost too many games because either my opponent or myself got unlucky and lost a few full health squads to mines.
It's just so goddamn annoying sometimes that you run into a 30 muni mine with a vet 3 or higher unit without a proper counter to it.
Posts: 225 | Subs: 1
Would also appreciate a mine cost increase for all factions.
Posts: 500
Posts: 673
Guys, for you they added such cool thing like "Minesweeper". Costs only 30 muni! Just like 1 mine itself.
Use them, folks. If you don't want to use them, then play in russian rullet with your units. Choise is yours.
Posts: 1384
Posts: 1487
Posts: 1890 | Subs: 1
Say something to the effect of
25% - 1 Model
50% - 2 Models
25% - 3 Models
Posts: 1487
Imo building spawn units are OP. And last time i was hit by a door mine was like yaer ago when almost noone knew about them.
Posts: 37
Posts: 1384
The models should exit the buildings one by one and it should take some time. This would make grenades more useful too, because with the insta-exit of the buildings you can just avoid them.
So instead of getting killed by a 30 munition mine, you'd be guaranteed wiped by any grenades, SMG units or flame damage outside the door!
Posts: 3103 | Subs: 1
Posts: 63
Once again I feel wehr have the most effective/fair implementation of a unit/ability, though I feel we should keep the asymmetric factor when it comes to mines. Not sure I like Rollo's suggestion in particular but I feel as aerohank said, mines and demo's have needed a thorough look over for sometime.
As it is I think mines are in a great place for AT, but they are actually removing the best part of CoH infantry fighting by significantly impacting your ability to maneuver individual squads in order to flank and use cover.
Anyone who says a 30 munition "apm" taxing mine should immediately waste 300+ man power should go back to taking candy from children since that is the level of competition that suits you.
Posts: 1487
1. Mortars abuse
2. Cheap tech abuse in any form of it
3. Volks blobs
4. OP late game units = win button
5. OH Sniper abuse
6.abuse of lmg grens that win all fight at long-medium range
Etc etc...
And they wanna nerf skill thing.
Posts: 37
So instead of getting killed by a 30 munition mine, you'd be guaranteed wiped by any grenades, SMG units or flame damage outside the door!
The HMG, with its delayed exit of houses because of the disassembling of the weapon, are completely fine. If you don't retreat them when there's an obvious threat coming you deserve to lose models or the entire squad, depending on the amount of enemy firepower incoming.
Posts: 63
Mines should protect flanks and punish unsupported tank rushes, not do your dirty work by wiping full squads; upgraded, vetted or plain.
Posts: 1487
Inconsistent damge is the issue for entire game not only for mines. Mines wipe like 5% of the time.
I would like damge to be more consistent not a wipe but not a 1 model. It should be like 50-60% of the full squad killed.
Stupidly placed Mines are easily sweepable. Mines can be desroye by any unit while sweepers give a huge revelation radius. And mine AUTO-DISABLE lol.
Mines at the door dont wipe vs normal players cuz they just leave the building the same door they enter it. Mine never wipe if you enter.
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