Delete/Destroy tank mines placed infront of vehicle pads.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by RaskolBandit, Jul 3, 2014.

  1. RaskolBandit

    In many bases on Hossin inspection of the vehicle pad before spawning a vehicle is impossible, such as Halycon Watch the large tree base, where there is no teleporter to the vehicle pad, the only way is to spawn a vehicle up in the trees. Being killed without having the chance to even see if tank mines are present is incredibly unfair.
  2. MajiinBuu

    Tank mines automatically detonate within (I think) 10 meters in front of the pad.
    Some places have the vehicle pad far away from the actual terminal, they should increase the auto-detonate areas for those.
    • Up x 1
  3. Stormsinger

    While I agree that this is unfair, it is always possible to inspect vehicle pads before spawning a vehicle, save for where the ramp in front of the pad auto-rolls your pull into swampwater, where mines simply sink into nonvisible oblivion, at which point not even EOD implants will help.

    Personally, I think that all vehicle pads should have 75 ish meters of brush / water free ground in front of them to allow for, at the very least, a quick visual inspection. I frequently rush to the vehicle pad to grab my flash, or mineguard sundy immediately following a base cap. I've lost my maxed-out mineguard sundy to mines before I can stop my bus from rolling forward, the sheer number of mines at some bases is staggering, although that's still better then the 8 or so tanks my platoon would have otherwise lost :p
  4. Archiadus

    Yes, let's remove a somewhat valid strategy to slow down enemy tank zergs because <insert player name here> can't be bothered to take 15 seconds out of his busy schedule in order to make sure that the spawn location is safe.

    What's next? AI mines not being allowed in buildings anymore ?

    Granted it's a somewhat evil strategy but you have to remember that we're in a war and that most of the time you'll end up placing mines for nothing and without any on-screen indication on whether your mines are still alive or not the player that placed them could end up not using mines for an hour before finally going back to check if they're still there.
  5. soecarebear

    hox about removing them ONLy in the zone where you automatically advance after spawning. so that if you dont press forward key, you stop just before the danger zoner and can get out?

    i see a potential problem: clogging of the way when several vehicies spawn and the first one is parked. teh nthe last two explode becasue they are together on the pad when the last one appears...

    ok, there is no solution ,just blow those tanks already
  6. WycliffSlim

    You know what else we should do?

    C4 should auto detonate within 10 seconds of throwing it, tank mines should be 5 times as large, glow, and make a loud whistling noise, and claymores should do a maximum of 500 damage so that no one ever dies unexpectedly.

    If it's that big of a deal then take an extra 20 seconds to run down to the spawning area and check. Or just do what I do and always let a squad mate pull first :D
    • Up x 2
  7. Nasher

    This is a perfectly valid tactic. It's your fault for not paying attention to your surroundings.
  8. lNeBl

    No matter where you place a tank mine, it has a chance to just go under ground and be invisible. Until this is fixed, I see no reason why they should disallow the ability to place them in front of spawners.
  9. cruczi


    Valid as in cheesy, skilless and not involving any tactic whatsoever? Yeah
  10. Halkesh

    Sometimes, you can't check for mines without having to redeploy (esamir wall).
    What about add small camera watching the vehicle pad ? The TV will be near the vehicle pad.

    At worst, sold AV mines to 45 ressource then make it deployable item with a "no-deploy" area of 4 meter.
  11. WycliffSlim

    "no tactic"

    It involves the tactic of predicting where someone will pull a vehicle from, getting into that enemy base, placing tank mines, and then getting back out again. I die like this maybe once or twice a month and if it's happening to you more often just check the pad before you pull.

    My guess, OP got killed like this a few times, got their jimmies rustled and then came here to *****. Classic Forumside.
  12. WycliffSlim

    There's no wall that you can't get back through, there's always an entrance. Or pull LA and hop back over.
  13. soecarebear

    this game should definitely force people to play all kind of gameplay successively, so that there are no overspecialised people.
    becasue having an opinion when all you know is one side of the game is worth nothing.

    tankers versus infantry versus air... seriously, people should be forced to report with at least 20 hours in all classes and all vehicles before even having the right to talk balance.

    people want to only play one thing becasue they are narrow minded? fine. just dont listen to their useless blah blah. we know they are one sided, its really not useful to hear.
  14. Halkesh

    When I have to go in a vehicle, I take engineer, not LA.
    On esamir, yes you can go back to the terminal, but often, it's faster to redeploy (10 sec + 5 sec) than found the entrance.

    Anyway, what do you think about a camera watching the vehicle pad ? You will lost less time.
  15. Crayv

    Or you could pull a vehicle with mineguard. Then it just becomes free repair points.

    If they placed enough to kill you even through mineguard.... well if they were willing to spend that many resources I guess they deserve it.
    • Up x 1
  16. Archiadus


    Yes it takes time to pull an LA, fly over a wall, check if it's safe and then go back.

    But that's a decision you'll have to make, you can either choose to spend 15~20 seconds extra to be sure that your vehicle points won't get wasted or you can just pull a sunderer and hope it doesn't explode it's all up to how much you value your vehicle points.
  17. task_master

    I'd rather spend 20 seconds checking than 300-450 resources dying. I always send my gunner out to look first because I have to pick him up there anyway.
    • Up x 1
  18. DFDelta

    Mineguard is your friend.
    You should consider to run mineguard on hossin anyways, just because of the metric ****ton of mines everywhere in the water.

    As far as the other continents are concerned, there are maybe 5 bases total where it would be impossible or too time consuming to check the pad before spawning, so I don't consider that a problem at all.

    Also this, if you have a regular gunner.
  19. ironeddie

    I've always been of two minds on this issue.

    It's hard to be effective with AT mines. You can't just place them anywhere since there's a good chance they won't be driven over. So to be effective the mine has to be placed at a choke point. Somewhere you can be sure a vehicle has to be. Of which in front a vehicle spawn pad is a valid location.

    But I've also spent a lot of time in tanks. And it's infuriating to die to a mine at the best of times. Double so if it's just after you've pulled the vehicle.

    But I blame myself when it happens. I choose not to check. I choose not to run mine guard. I can't blame the guy who laid the mine half as much as I can blame myself.

    Usually I pull vehicles at a different base away from the front line where it's less likely to have been mined. I'll even drive out from the warp gate.
  20. John_Aitc

    All the fault does not lie with the person pulling the vehicle. Any friendly in the vicinity should be looking for mines to help their allies.