Re-Balancing Tank Mines

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Ren170299, Oct 6, 2015.

  1. FateJH

    Welcome to First World Problems. We all face them and there are a bundle of complaints. Please pick up a ticket at the help desk and wait for your number to be called at the end of time.

    The developers have never really cared about the Vehicle arena to the extent people who like to use Vehicles as more than cheese or crutches care. In fact, most balancing tends to be around those "cheese" and "crutches" to the detriment of anyone actually trying to play their role properly. Some of their changes over the years have even made the Vehicle arena have a significantly harder time at dealing with its own internal problems. The way that tanks should probably be played - with Infantry escort, the tank supporting the Infantry, and the Infantry supporting the tank - never really happens. It's far too vulnerable and slow for the squishies (the tank and the Infantry alike) so we're faced with all of these bad decisions through which some positive resolution must eventually come.

    Also, we do have a PS4 subforum that can be browsed, you know?
    Now you're catching on. Welcome to PlanetSide 2.
  2. Hatesphere

    Spamming Q and not actually highlighting anything puts your spot on cool down for a moment. so that not really reliable for anything but shot bursts so check some areas (these areas become obvious when you actually use tank mines) plus sometimes you get the random render bug and you cant Q spot the mine anyways.

    Still mines seem to be working as intended to me.


    1.yes it only takes 2 to mess up a tank, and they have to be right next to each other. if it took any more, all mines would do is make you hope out for a second to repair.

    2. thats kind of the point of a mine. anti personal mines dont do that as well. why should they magically stop existing when you die? they are destructible and have no player controlled remote trigger like C4. all you have said so far is "its a joke" without any reasoning why it should be different. we are talking about area denial weapons...

    3. unless you get a render bug they can easily be detected. they are usually all ways placed in obvious places (becomes more obvious if you use tank mines). the nature of the mines mean they normally are placed in a tight triangle or line. (if they were not, again you could just shrug them off with a repair tool)

    4. AI mines also have a proxy trigger. so? also I am more inclined to believe this is lag related since i dont recall having this happen to me.


    concerning what say infantry also have to worry about?

    something like:

    1. Rocket launchers
    2. C4/nades
    3. Vehicles
    4. All aircraft
    5. Ridiculous overpowered anti-vehicle turret
    6. snipers/other infantry
    7. Anti personal mines


    I'm not a worshiper, I'm just not bad. in many cases they are avoidable, or are placed into very predictable traffic locations. again this is the point of area denial.

    again you haven't really demonstrated why thy are a problem other then to yourself at this moment. lightnings can climb some pretty steep hill, there are goat paths everywhere in this game for tanks. MBTs can get to some pretty good places as well. dont get all mag rider jelly. at least get a hold of tank mines before you open that can of worms (sounds like you haven't even used one honestly)



    were are you that you always need to be glued to a road. sure there are a few exceptions, but thats part of the variety of the game, sometimes a tank Isn't the best fit for every situation. As for the current power of tanks, there is a terminal at every base that can be used to pull a lightning (or MBT) at moments notice, I'll let you figure that one out while you ignore every other strength a tank has going for it.

    maybe it could be that part of the game isn't as over powered as you might perceive it to be? that slot is there for people who have trouble with mines, or are expecting a lot of mines. so yeah you dont have to use it, I dont.

    so then this is what it comes down to really, they only argument you actually have in here is a thinly veiled "skill" argument concerning tank mines.
  3. Takara

    As Fate Pointed out...there is a PS4 forum. This topic has been pretty calm everyone offered pretty reasonable and logical counter points to your complaints and you think they are kids? Well I guess we just solved the problem. You are unable to take criticism

    Tank mines are not much of an issue. I tank and drive all the time. I generally just use intuition when thinking of where I would expect mines and where I wouldn't. Most of the time It's not an issue. Sometimes people get me with out of the way tank mines. I wish engis instead could carry 10 mines that do less damage so they could make fields of tank mines. BUT I've not really got any complain for their current power.

    In order to die to them you generally have to drive over them. You could always drive slower and keep an eye open. If you can't see them then...the fault is simply your own. You just don't have the computer or sharp enough eyes. It happens to the best of us man. *Shrugs*
  4. Pelojian

    tank mines are fine, i use them and are victims of them the only real problem is when they don't render and you run over them.

    otherwise you can counter them by advancing slowly and destroying them as you find them.
  5. Call-Me-Kenneth

    the problem with all mines is that their main component is damage.


    the main component of the mine effect should be a debuff, if a tank lands on one it gets stranded until an engi repairs its tracks, or x ammnt of time goes by. if infantry steps on it they get heavily concussed.

    this way mines can be spammed freely, and can be made invisible and immune to EMP unless detected first, this way a group of engineers can effectively slow down a Zerg by just mining the roads/ buildings between two bases forcing at least a mine sweep by the offensive faction.

    and given that their main effect is not damage, mines on their own are an annoyance. they need infantry o vehicles to guard the choke points where they are planted to make sure mine hits result in deaths or loss of vehicles.



    people that are ok or defend the current model of mine damage might make for good players, but are terrible at understanding design in games. in game elements have to create gameplay, the current explosive model destroys gameplay and leads only to frustration.

    i agree that the main offenders are not mines, its C4. but changing the Mine mechanics is a start.

    changing the current damage model to a debuff model opens up the road for new roles and tool options for infils, engineers even medics. along with a ton of gameplay that will keep players away from the zerg death ball, either mining or removing mines. the current damage model makes for a binary situation where a spotted mine is completely neutralized, and an uspotted mines completely shuts down gameplay opportunities. it also forces mine visibility as part of their balance, a quality that's completely subjective and worst of all, dependent on the settings on the client.




    think outside the box please.
  6. Bu11ish

    Just die to tank mines and accept it. It's part of the game.

    Each tank mine is 50 nanites. Average vehicle costs maybe around 300. So if the mines work less than 1/3 of the time (which they do), it's not even worth it from a pure resource perspective.
    • Up x 1
  7. Dethonlegs

    Mine rendering is pretty bad. They are so small that sometimes the engine won't render them until your right up close. The engine also appears to render things different in your peripheral, which is a problem for a strafing Mag. I've re-watched a shadowplayed instance of seemingly invisible mines and found that it rendered only momentarily at the edge of the screen before i strafed over it.

    Bottom line: No amount of skill, precaution, EOD HUD 4, whatever will save you when the underlying game engine has issues.
  8. Hellhound67

    The opposite.
    One mine should be enough for a tank.
    • Up x 1
  9. FateJH

    Oh no, Im not agreeing to play that game.

    If the problem is mines, we agree to change mines.
    If the problem is C4, we agree to change C4.
    if we're going to change both, we change both.

    We don't change mines because C4 is a problem and then agree to come back to C4 at a later date. With our track record, we'd be stuck at this "phase" for eons.
    But that's already the case as this thread indicates. People have been given an Implant that, all things working, should display mines with some reliability. That people are not raking DBG's feet over the coals to get the game's engine to render absolutely everything that should be rendered contextually-speaking, especially in the presence of a utility thatb is supposed to render something, is not the fault of current mine operation.

    While we do open the door for new features, we don't even have working current features and no gaurnatee that adding new ones will make anyone who matters care more.
  10. Mongychops

    As a prolific tank mine user, I have a few separate suggestions, to be judged on their own merit:

    • Make tank mines only last 5 minutes before despawning, but reduce the nanite cost (30-40 maybe). This means that tank mine use will be more about putting up a defensive line to react to a threat, rather than a speculative investment for easy kills in a remote bottleneck.
    • Alternatively, make it so a vehicle can only be affected by one tank mine at once, if two detonate at once the blasts do not stack. Killing a vehicle will require them to be used in sequence, this will also nerf tank mining AMS... a potentially bad side effect (also reduce cost to 30-40).
    • Make tank mine kills from the "no control" area of a vehicle spawn not award any XP (due to it being a spawn kill). There are many remote vehicle spawns from the terminal which are mined because it is known to take too long to check. This especially disadvantages new players who may not even understand why their vehicle instantly died. This change should restrict it to being done to sabotage enemy efforts rather than to farm cheap certs and kills.
  11. LodeTria


    It was a nerf to Bettie & proxy mines because they was falling through the floor and were considered OP at the time. They was also given big glowy lights because reasons. The claymore does have almost instant detonation, making it the best AI mine by far.

    They also have the benefit of EoD actually detecting mines before it's too late, so you can see the explosive before it kills you. Were as in a vehicle unless you are driving at 30 everywhere EoD won't detect the mines before you are on them, and because you're moving faster they render later as well because their render priority us so low.


    There are a few things I would change about Tank Mines though:
    Can no longer be detonated by infantry fire arms or grenades.
    Repair Tool can now disarm tank mines at rank 1.
    If placed within 5 meters of each other, the first mine disarms and returns nanites to you.
  12. Mxiter

    [IMG]
  13. Kumaro

    I like mines i want more different kind of mine that allows me to be more creative on the defensive side. Since everything right now is only about being offensive.
    But at the same time i also want vehicles to be stronger and tankier. o-o
  14. TheFlamingLemon

    I gun a lot of tanks with skilled drivers and consistently go on 20+ streaks any time I do. We never die to mines. I'm sorry to be making the forum sound like a broken record, but git gud.
  15. Imp C Bravo

    I really don't think mines need changes in functionality. I DO believe that they are a bit harder to visually detect than they should be. But function seems to match nanite cost. As it is, if you see them, just get out your tank, walk up to them, use your rep tool on them to disarm them.

    This is actually a cool idea. 8 would be a bit much -- imagine if Engis got that many tank mines... (and this is just per shot!) but it would definitely be cool. Might be op though -- tanks would be farming infantry in bases from hills with insane efficiency...not sure how effective it would be for the game.
  16. Pelainis117

    Why don"t you buy anti mines armor for your tank? I know it is useless sometimes but seems like it is just best choice for you. My opinion about was always the same that mines are fine. No one likes massive vehicles spam near bases and tank mines are part of game that stop some of those bad momments.
  17. ColonelChingles

    I think the thing with mines is that it takes two to tango. Unlike say a large HE explosion, you need someone to willingly walk into a mine.

    After all if we can blame tanks for driving over mines, then it certainly wouldn't be the fault of the tank that an infantryman ran into a tank-laid minefield. :p
  18. prodavit

    don't waste your effort on the forum, it's pretty all fanboy, who will defend the game at all cost. But I do feel that tank mines are okay since you can see them with implants and they don't move. you can defend your tank from these mines using mine guard. What you should be complaining about is how expensive they are to get if you're not a member.
    • Up x 1
  19. FieldMarshall

    Most people just avoid them.
  20. Lemposs

    Tank mines are the ones that annoy you? Not ravens, phoenix, C4, Lancer, Liberators, MANA turrets and such things? Not sure what to even say, those things are far more a concern when I am driving a vehicle than mines are, I am also pretty sure mines are the ones that have killed me the least.

    Not that I really want to say it, but you really need to get better, if mines are what kills your vehicles, it is not the game that needs changing :p
    • Up x 1