Suggestion for German Mines
Posts: 896
Posts: 896
I look forward for the opportunity to be able to build 1 section without having to go through this time consuming process even if that cost me more ammo.
Posts: 1838 | Subs: 17
Posts: 101
This would bring some much needed variety to the early game.
30 Munitions seems a bit steep though.
Unless we get rid of the telltale signs that s-mines are in the area - in that case then a price tag of 30-35 would be appropriate.
Posts: 35
Posts: 978
In fact I was thinking about proposing exactly the same. Right now I hardly use German mines. The ability to build them one by one more fast is very welcome. Russian omni-purpose mines are still better.
Posts: 59
Right now it's just way to big of a pain in the ass to build one square. Also, a good player usually doesn't have 80 muni floating around in the first minutes of the game.
Posts: 813 | Subs: 1
Posts: 896
Also if the s-mine single square is made too cheap it will be spam-able and mess up the balance of the game.
I like the mines current role in area denial, so the signs go with that role well. I just hope I can build them in single, but more costly, squares.
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Posts: 409
+1 though.
Posts: 622
Posts: 18
Posts: 1108
Also if the s-mine single square is made too cheap it will be spam-able and mess up the balance of the game.
the russian mines are spam-able as well ^^
the suggestion 1 section build option cost 30 and keep the sign, is probably the best one
Posts: 896
the russian mines are spam-able as well ^^
the suggestion 1 section build option cost 30 and keep the sign, is probably the best one
I just finished a game against a soviet player that was spamming them. Throughout the game his mines took out no more than 1 or 2 of my soldiers. Against infantry they are not always as effective as the s mines.
Posts: 73
Posts: 896
theres too much micro in building one patch of smines, it should be changed to building them in a chain like vcoh for 40 muni a pop and shouldnt be exploded by tanks. they should also have the warning signs. another suggestion would be that pios can build the signs without laying the mines for 10-50 mp or 10 muni without laying the mines to add a mind games element to the area denial
cool idea, but I think this should be made as a commander ability, otherwise it will be spammed beyond reason.
I think tanks destroying s-mines is pretty fair, because tanks only come after 10-15 minutes of game play. That's plenty of time for s mines to do their damage.
Posts: 73
cool idea, but I think this should be made as a commander ability, otherwise it will be spammed beyond reason.
I think tanks destroying s-mines is pretty fair, because tanks only come after 10-15 minutes of game play. That's plenty of time for s mines to do their damage.
The russian mine is spammed beyond reason currently and it can effect tanks and inf so my suggested inf only mine for a higher muni cost fits well. ost get an expensive anti inf mine at 40 muni and an expensive 60 muni anti tank mine, while the rus get a cheaper dual purpose mine for 30 muni.
Posts: 231
The russian mine is spammed beyond reason currently and it can effect tanks and inf so my suggested inf only mine for a higher muni cost fits well. ost get an expensive anti inf mine at 40 muni and an expensive 60 muni anti tank mine, while the rus get a cheaper dual purpose mine for 30 muni.
That's kind of intentional, just like in other aspects of the game, the Soviets have a cheaper but worse dual role mine, and Ost have 2 separate much better but also more expensive mines.
That being said, as long as you keep the sign I think it would be fine. If you remove the sign, you force the Soviet to get sweepers, and flamers on combat engis are key to several Soviet strats.
Posts: 896
That's kind of intentional, just like in other aspects of the game, the Soviets have a cheaper but worse dual role mine, and Ost have 2 separate much better but also more expensive mines.
That being said, as long as you keep the sign I think it would be fine. If you remove the sign, you force the Soviet to get sweepers, and flamers on combat engis are key to several Soviet strats.
Plus engineers in coh2 are expensive and more so for soviets (cost 240mp, reinforce 30mp), so its not feasible to make one engineer squad dedicated to revealing mines and tag it along with infantry just like was done in coh1.
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