Can anyone tell me do s-mines suppress infantry in the preview?
Yes
Posts: 500
Can anyone tell me do s-mines suppress infantry in the preview?
Posts: 609
Posts: 51
The optimal solution in my opinion would be that exactly one entity is killed (hard coded) and in addition the squad receives a substancial suppression amount for going prone while being shocked and confused for a certain time.
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Yes
Soviet Defense doctrine mines also suppress. It works well for them, but it takes a lot of lethality out of the S-Mine field.
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The idea behind mine revamp is rock solid - slow down flanks, reward placement of units near mines to exploit the suppression, prevent wipes.
What I am baffled about is that Relic didn't remember to use the already powerful tool they have at their disposal: crits.
If a mine reduces a model below 25%, it should have a 30% chance to kill said model via a crit. With these numbers, there is a rather substantial chance that at least one model of a 4 man squad would die, and sometimes two (provided all 4 are in the blast radius). However, the chance to fully wipe a four man squad even if they are fully clumped up is negligible - 2 times in a 1000 mines hit. And the numbers look even better for larger squads.
Posts: 2307 | Subs: 4
The idea behind mine revamp is rock solid - slow down flanks, reward placement of units near mines to exploit the suppression, prevent wipes.
What I am baffled about is that Relic didn't remember to use the already powerful tool they have at their disposal: crits.
If a mine reduces a model below 25%, it should have a 30% chance to kill said model via a crit. With these numbers, there is a rather substantial chance that at least one model of a 4 man squad would die, and sometimes two (provided all 4 are in the blast radius). However, the chance to fully wipe a four man squad even if they are fully clumped up is negligible - 2 times in a 1000 mines hit. And the numbers look even better for larger squads.
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Pretty good idea, a good middle ground. Should add a 100% chance to kill snipers too.
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If a mine reduces a model below 25%, it should have a chance to kill said model via a crit..
Posts: 3103 | Subs: 1
The idea behind mine revamp is rock solid - slow down flanks, reward placement of units near mines to exploit the suppression, prevent wipes.
What I am baffled about is that Relic didn't remember to use the already powerful tool they have at their disposal: crits.
If a mine reduces a model below 25%, it should have a 30% chance to kill said model via a crit. With these numbers, there is a rather substantial chance that at least one model of a 4 man squad would die, and sometimes two (provided all 4 are in the blast radius). However, the chance to fully wipe a four man squad even if they are fully clumped up is negligible - 2 times in a 1000 mines hit. And the numbers look even better for larger squads.
Posts: 670
WTF Relic pls
It was supposed to be just general-purpose mines
HAS AN S-MINE FIELD TO EVER KILLED A VEHICLE!? (ok it could actually kill an M3A1 or something but you get what I mean)
So now S-Mines really are bad just by paying attention because on the chance you don't for a second anyway the squads that run over them will get suppressed and let you retreat them so they don't kill themselves on it.
Posts: 51
It's much better now
Posts: 670
No, it's not. Paying 60 munis for visible mines that can be cleared by vehicle just for area denial doesn't seem worth to me. S-mines should bleed and ultimately wipe if player is not careful.
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I dunno man, 1 of 500 isn't horrendous odds for an entire playerbase. Basically a CoH2 game every day would see a squad running over a mine get one-shotted.Sure, but why look at the entire playerbase? It's not like universe will implode if it happens to one single player. To any single person it will happen like... once per six months, maybe?
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Sure, but why look at the entire playerbase? It's not like universe will implode if it happens to one single player. To any single person it will happen like... once per six months, maybe?
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+1 really good idea
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