What is the purpose of a visible tankmine??

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Dvine, Apr 18, 2013.

  1. Teegeeack

    To alert the tank driver to the threat of the tank mine, since this is only war and we don't want people to get hurt.
    • Up x 4
  2. Phrygen

    they wouldnt have had to be bigger if they working like mines instead of frisbees in the first place.

    but w/e... i'll probably still use mineguard. maybe nanites if thats the same slot
  3. Chubzdoomer

    According to Dvine, yes. I personally don't get it. I really don't. It's like these players are coming out of the woodworks and literally admitting that they don't want tankers to see their mines at all. They have no concept of game balance. None.
    • Up x 1
  4. Poet

    Visible tank mines are like auto-beacons that shoot out of the head of an infiltrator using a bolt-action. You know, for balance.
  5. Dvine

    Because they are NOT MEANT TO BE SEEN maybe..

    They have 2 attributes:

    - They go BOOOM when driven over.

    - They are not visible so people drive over them.

    If they visible then noone drives over them, therefore they lose their purpose.

    I hope the logic of that doesnt fry your brain..
    • Up x 2
  6. gigastar

    Unfortunately it wouldnt be such a big problem if Mineguard could be equipped alongside another defensive slot, because nobody thinks Mineguard is going to have as much utility as the Vehicle Ammo Dispenser or Blockade Armour.
  7. Chubzdoomer

    Says who? You?

    If you're implying that they aren't meant to be seen by drivers who aren't carefully scanning the road ahead and whose eyes are instead on nearby enemies or other objects, then yes. Otherwise, no. They should not be completely invisible to careful drivers for obvious game balance reasons.

    Had two attributes. And the second attribute existed only because of an obvious glitch in which they often wouldn't render until you were practically right on top of them if you were traveling at any sort of speed.

    Not if they're well placed, the incoming drivers aren't paying close attention to the path ahead, or both. But when I provided examples of ways in which you could place the mines to catch people off guard in another thread, you acted like your dung didn't stink and referenced two YouTube videos I'd never heard of in which you recorded yourself using AT Mines. Bravo. I hate to say it, but you aren't the authority on the matter and neither am I. And just because you aren't willing to admit that clever usages of AT Mines exist doesn't mean that they don't.
  8. Morpholine

    No point arguing against him people. He's been on the same track with the exact same argument in virtually every AV mine thread that's come up today.

    Bottom line, he wants no-warning-whatsoever insta-gibs on vehicles back. For "realism".
  9. Dvine

    I guess that because you cannot have your cake and eat it too... You have to specialize and cannot have everything at once, you will gain strengths but the cost of that is vulnerability in other areas.

    Shocking I know.
    • Up x 1
  10. Fenrisk

    The tank mines are more visible then TR claymores.

    Yes, they really are that bad!

    Here come the... well place them around corners inside buildings' tanks can enter buildings now?
  11. schwarzklang

    Can we still trigger the mines with shots and explosions? I hope Soe will fix it. With the current size of the mines they should not be triggered by shots etc. Balance pls.
  12. GraphicJ

    BALANCE > REAL LIFE
  13. Fenrisk

    Anyone calling the new mine look balanced is a complete dullard. Balanced would be making the mines immune to small arms fire to prevent suicide engys. Balanced would be mines only arming when tank runs over them.

    Turning mines into giant yellow slices of pizza isn't balance its complete idioticy.
    • Up x 2
  14. ABATTLEDONKEY

    IMHO tank mines should be completely invisible and buried with just a stem sticking up for visibility. the offset should be that each mine takes up to 10 seconds to deploy and cannot just be placed (each mine OHK's a lighting and MBT).

    we should also get an option to carry up to 10, cheap, mines that are deployable by simple throwing them down, but are highly visible and do very little damage. This way you can stretegically bury mines in order to kill something, or you can place multiple mines down to deny an area to enemy armor, or force them to either crawl towards you, or equip minegaurd to get through your mine field.
    • Up x 2
  15. Dvine



    Just be happy that this isnt ingame..

    p.s: I dont see it deploying giant white & yellow triangle shaped boxes..
  16. Dvine

    Rather according to logic and a worhty purpose/role not to mention how they work in reality.
  17. Chubzdoomer

    You seem to be so fixated on how things function in real life versus how they should function in a video game in order to maintain balance, it's hardly worth discussing this with you any further. Morpholine was exactly right. You are a stubborn buffoon.
  18. ABATTLEDONKEY

    I dont know if you ever played BF3, but in that game tank mines were not only highly visible, but they glowed white in IR scopes, and were spot table, meaning they got the little Doritos and and showed up on the mini map. They were one of the most useless features in the game (kind of like the game itself) and served only to kill people who were new, or drunk and not paying attention. I actually watched a tank roll up on my mines, which were placed behind a fallen tree laying across a road, stop, and shoot the mines, then press on. The mines were absolutely 100% hidden and they were STILL useless because they displayed on the minimap. This is the direction that SOE has taken with mines. its really sad.

    Meanwhile in BF2;s mod FH2, mines were completely hidden, impossible to spot, but took a long time to deploy (the engi animation of burying the mine) and were thus not able to be spammed. That worked GREAT, but most gamers cant be bothered to use more than a few brain cells in todays games so such great gameplay mechanics are old news :(
    • Up x 2
  19. gigastar

    Actually the system i want to see isnt multiple defence slots, but free slots that you can equip anything in.

    For example, if all vehicles had 3 free slots, i could set up an ESF with all 3 chassis upgrades, but then i would have to forego any defensive or utility upgrades.

    Same specialisation, only greater freedom to choose.
  20. ABATTLEDONKEY

    curious, have you ever played games older than 5 yrs old. I ask this seriously because there are MANY older games, in which tank mines were COMPLETELY invisible, but had a deployment animation (timer) and that mechanic worked fantastic. Divine may be focusing on RL, which doesnt always apply, but often times does, but that doesnt distract from the fact that REAL balance would be to make the deployment, as problematic as the end result, instead of making the end result, as simplistic as the deployment. This move is yet another example of dumbing down this game to cater tot he gamers in the lowest common denominator. Balance is rarely a nerf. Tank mines needed refining, now a baloon effect making them close to worthless. ESPECIALLY considering HOW EASY IT IS TO EQUIP MINE GAURD! When i roll in armor, I ALWAYS lead. why? because i have minegaurd fully certed and it means that the rest of my column doesnt have to worry about it.
    • Up x 1