GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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"Mines need a buff"

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"Mines need a buff"

If you have ideas about making mines viable again in mega - post here.

That was from another post regarding the Dangerous Zone that was just implemented (and soon to be tweaked). With this new zone, mines got unintentionally nerfed!
So now comes the question - how do we make the mines better to compensate for the dangerous zone? Look at some of the ideas already posted, I'll put 'em here when I relocate them:
"Disarming Mines" - allowing players to pick up their planted mines; possible perk or basic action
"Un-Nerfing" - reverting one of the previous power downs - ie. AP increase, weight ups, etc.
Feel free to post more ideas if you come up with yourself or quote the previous idea, copy + paste it into a reply, and post here!
15 years ago Quote
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for me i think
1ap for sensor mines may be reasonable...still hard to go place it in near center
i dont like disarming mines it may take too many ap to use..you plant and pick and plant again not good for fast mega like we have now.
skill adjustment for strong mines and must lower the ap to use....i still wanna use BEEhive in the future.
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Pay attention that mines became unusable only in big battles like 5x5. In duels and smaller team battles like 2x2 or 3x3 they are still pretty good.
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How about mines "increase" in damage for each 10 turns it remains in play... Perhaps like 10% or something... which would be absorbed somewhat by armor so it would seem like a smaller increase anyways.
Mines rarely last more than 19 turns in Lost... but might sit a while in Megas.
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I've been playin alot of 1x1 2x2 3x3 and a few times already my mines became completely uneffective. I like the danger zone, but yeah mines are now pretty limited to plantin in the middle of the map. Even in 1x1 2x2 they become unusable on the larger maps unless u plant them in the center now. Lots of team games 2x2 3x3 involve sittin back n sniping still from cover on larger maps. Mines planted on the edge of the screen are pretty much a waste of yr time. So take Darken's advice just plant them in the middle fall back alittle and boom 😁
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Yes draken you are right. I dont understand the problem of some players here.
A few hours ago i had a nice mega. I have a miner-unit too and i dont think he is useless. I drop 2 mines and both will take influence in the match. Both placed near by the middle of the map.
The match was finish after 3,5 hours. If danger-zone not existed the match takes some hours longer. Just losing some hinding-positions bring it to the end. I remember the first kill was after 2 hours and dangerzone was at maximum.
Just what i mean hand-granade is overpowered in few of miners. Because the unit can shoot the handgranade to the enemy so there is a better chance to hit. Placed mines will saw by the opponent if his skill is better. For handgranade the skill of opponent dont take influence. And blindgranade is to strong in my oppinion. Sometimes a few units in couple will be blind of one granade. At megas mosttime. I mine will just hit one unit because just one unit move. All blinded units lose hitpower and just scratch all the time. They are just usefull if the heal their blindness after 4-5 turns. I think blindness should just reduce the sight not the weapon power. Or you like to use stuff of stun. Granades are the better option for this because they stun 50%. A mine just have max-chance is 50% but it could be just 5%.
Just this are reasons to think about to reskill your unit from mine to handgranade. Not because of dangerzone.
Edited 21 minutes later by .
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thats your idea?
plant in the center and die! none miner teaches me how to opperate lol...well i respect your thoughts about it....wish you try what your telling us.
lower the ap cost for sensor,that maybe reasonable bers.
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I wrote i use mine like i discribe 😉.
But i think you dont want game-balance. You just want a better handling for your personal tactic. Just reducing ap for sensors will nothing change about discussion of dangerzone.
I have some suggestions to buff mine, too.
1. For example all mines are hide. Better skilled opponents dont see it like now. Or if you dont like this just a perk can find a mine in field of sight but you must activate the search and it cost some ap. For example like scoping. Push the item and if there is i mine in sight it will show till the end of match. Showing not end if turn is over or you move.
2. Or a new mine with same effect like the special-melee-perk. If an opponent go at this mine they explode and all of the invantory-stuff of the unit will drop down (not just the weapon, all of the items). But not just one bag. All bags hold just 1-2 items. Units with 12 items will create 6 bags or more near by the explosion area.
3. Same or better demolition like hand-granade. I think a mine should be much more power than handgrande because of my describtion in upper post. (mostly mine just hit one unit ...)
Edited 2 hours, 32 minutes later by .
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remote control mines,timed mines,new mine trap hole unit gets stuned,blind. mayby one that does poisin (acid traphole) damage (knife hole) my favorite the hell hole (does burn if can) also if u could plant on side of walls and on boxes or simply wen the danger zone touches the mine it moves the mine up to were it dosnt touch the D.Z.
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Sorry Darken but reducing AP cost for sensors is the most stupid unrelated idea I ever heard about mines as they have lowest AP cost among all stuff (1 AP if you have both perks) ☺
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Reply to *DELETED*

remote control mines,timed mines,new mine trap hole unit gets stuned,blind. mayby one that does poisin (acid traphole) damage (knife hole) my favorite the hell hole (does burn if can) also if u could plant on side of walls and on boxes or simply wen the danger zone touches the mine it moves the mine up to were it dosnt touch the D.Z.

Hmm i dont understand your suggestion.
Remote control mine - how it function?
You see the area 2 steps around the mine. And you can control at what time the mine is exploding? This will make sensor useless. Because i would use this mine like sensor. If i see unit i try to shoot first.
Timed mines? - I think this one will explode after a few seconds/minutes/turn. Hmm i believe most of the time no opponent is in range. Probable a useless item.
I stuned mine - It exists right now. But it give just 5%-50% stun. Thats to low i mean because a handgranade will give everytime 50% and the granade will fly to the enemy. The mine could be placed without explosion. (a said this in my posting)
A knife-hole that take damage. Most of the mines give damage. Or is your suggestion a longtime trap. A trap that not explode completely and give you damage everytime you go on it? Thats a possible new nice item a mine with attrition for example.
Edited 6 minutes later by .
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I stuned mine - It exists right now. But it give just 5%-50% stun. Thats to low i mean because a handgranade will give everytime 50% and the granade will fly to the enemy. The mine could be placed without explosion. (a said this in my posting)

It has floating range for a reason. If it will have solid 50% people will use mine cluster and will deliver 100% stun.
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Hmm stunmine bear-trap (skill30) have explosion-diameter of just 2 cells with 5%-50%.
stungranade (skill 30) have bigger explosion-diameter of 3 cells and all the units will stun by completely 50% (just reduced by armor or resistence)
why handgranade dont have floating range?
You can skill 2 units with 10 skills of granade and hit with blind-granade to the opponnent. So he is up to 100% blind and useless for long time (no sight and most scratches for 10 turns). If another unit near by the attacked he will be 100% blind, too. This could be the match-winning-situation.
And you decide self what situaton you throw your granades. A mine is just placed and you have no or just a small influence for the explosion-situation.
Ok granade want more ap and more strength but most of mines are weaker than granade of same skill.
For example poisen/acid. Granade=skill50+ vs mine=skill70+
You save the miner-perks and use this and get this for strong back. Now you can start with more granades and you will get medals and the rewards like bonus-exp or some nice arts. That seems better than high skilled miner.
Edited 6 minutes later by .
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Hmm stunmine bear-trap (skill30) have explosion-diameter of just 2 cells with 5%-50%.
stungranade (skill 30) have bigger explosion-diameter of 3 cells and all the units will stun by completely 50% (just reduced by armor or resistence)
why handgranade dont have floating range?

Because it's completely different playstyle. In order to throw a grenade you have to walk over endangering yourself for responsive shots. With mines you plant in advance when you are safe, this is why they are less powerful.


You can skill 2 units with 10 skills of granade and hit with blind-granade to the opponnent. So he is up to 100% blind and useless for long time (no sight and most scratches for 10 turns). If another unit near by the attacked he will be 100% blind, too. This could be the match-winning-situation.

The difference between 100% blind and 50% blind is only 1 turn.
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plant in the center and die! none miner teaches me how to opperate lol...well i respect your thoughts about it....wish you try what your telling us.
lower the ap cost for sensor,that maybe reasonable bers.

My input on the subject was not unrelated. I said that you mine as well plant mines in the middle of the map now cuz of the danger zone decreasing the map size. Mines planted on the edge of the map become useless in longer games. Being able to pick up mines after they have been planted seems the best solution. Add a chance you will detonate that mine when you try to retrieve it depending on your skill and type of mine. Thats the only idea that I've seen thats worth of a 2nd glance.
Edited 26 minutes later by .
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Because it's completely different playstyle. In order to throw a grenade you have to walk over endangering yourself for responsive shots. With mines you plant in advance when you are safe, this is why they are less powerful.

The difference between 100% blind and 50% blind is only 1 turn.

I mean the match-winning situation will be if you hit more (2-3) units of opponent in a 1vs1 situation. If all units are completely blind and all units scratches they just can move and you can place you last unit to see where he is moving. Next turn you can kill eventually one unit of opponent.
His sight will grow but his weapon-power is still useless because he will just scratch. In such situations a miner have no chance against grenadier.
And if you think 100% blindness isnt danger, why you think a complete 50% stun-mine is to danger for the game? If you skill 2 units with 20 skill of granade you can stun an opponent unit like your discribed mine-situation. And with granade your chance to stun more than one unit will be much bigger as 1-2 placed mine because just one unit will go on it.
By the way i think 100% of blindness or stun is very danger. But you can do it with grandes easy. With mine you have just a very minimal chance.
So i dont want mine with solid damage. I prefer a floating damage of hand granade. Same way like granade.
Edited 4 minutes later by .
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mines you can tell if someone is there without even being there. try doing that with a grenade.
This is a topic about how to improve mines not compare them to grenades, just drop it.
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I write this because im think mines good like they are. I just think most granade are better than most mine. I think granade is overpowered and so it seems to me mine is looking weaker as they are. The reasons i wrote here. An impression of weakness just grow with comparing other weapons. Just the comparison to granade makes sense.
This thread exsits just because BEEmine want to upgrade mine but i think to reduce granade give the same effect and its much more usefull to the complete game, i think. Mine and granade are most secondary weapons or just the third skill of unit. But i think for example blindness is to danger in the game in present time. Some threads exist in this forum because matches with just scratches. Some player wrote they want to give up. I think the reasons are just granades.
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Grenades have no relation to this thread indeed. This thread is about how to compensate/empower mines IN MEGA battles, because they were nerfed by danger zone. If you want to talk about grenades and how they are overpowered, please create different thread.
So far I've heard only one meaningful suggestion:
1. Add ability to pick up your own mines.
Any other suggestions?
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Ok we ignore all other constelations of the game and just look at the mine in megamatches at big maps. I still think there is no disadvantage because everyone can choose where he drop his mine. If he drop it at dangerzone its his own blame not the blame of the game. Its i new feature, some days and everybody get used to the zone. Some player use the danerzone for new tactics. So a mine were not nerfed. For example at my match some minutes ago i place i mine at dangerzone and it explode.
I see more as 3 suggestions in this thread not just one.
For example my suggestion: Nobody can see mines of opponents. All mines are hidden. Or another way to find it, something like a scope of sniper. It cost ap and the chance to find mine will be much smaller. But if you find a mine youself and your team see this till the end of match.
And i want to remember this thread just was starting because a suggestion you are talking about as stupid one. The suggestion was to reduce ap of sensordropping at 1ap. Which will happen if you take all perks of mine and the both specialperks. You say a mine at smaller maps and 2*2 is good like before and i think a mine at a smaller map (because dangerzone after 130turns) and 5*5 players is much more usefull in contrast to just 2 opponents.
Edited 3 hours, 16 minutes later by .
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Download Play Now GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him