22 Reasons to run Mineguard on your AMS

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DaftMedic, Mar 4, 2013.

  1. Morpholine

    ...And then the engy comes back with his C4 bricks.
  2. Funguy

    Meh... All I do is put anti personal mines around my AMS and watch engineers die on them - plus I also have a mineguard and ive yet to die from a mine.
  3. axiom537

    Completely depends on what you are using your Sundy for. If you are going to be in close to a base or outpost, then yes mine guard is best. If you are running a Battle Bus & you are out in the open engaging Tanks & Air craft then I would suggest Blockade.
  4. Kwanza

    If you're relying on that then most of those crappy park jobs would screw you anyways. Gunners would have zero FOV on several approaches bc they throw themselves up against a rock lulz
  5. SgtScum

    My biggest deal with the ease of blowing up deployed sundys are the faction hopping tkers who drop on every deployed sundy on the map and take it out.

    I've had my own sundy blown up multiple times by some random br1 ha who then dissapears afterwards.

    When looking up their stats all you see are vehicle kills with no other activity.
  6. DaftMedic

    Holy balls, people are passionate about this issue.

    Just because mine guard is necessary for sitting your sunderer in a compromising position doesn't mean it is always necessary. I think part of the problem is that most sunderers are only kitted out as AMS sundies. I have never seen a single gate diffusing sunderer outside of youtube. Not once.

    Yes, some of the other options should be more viable to compare with how effective a mine guard can be at keeping your sundy alive, but that doesn't mean removing the reason for using mine guard.
  7. Gamertech

    I run my sundy with the ammo perk and just keep an eye on it after parking it in a non-stupid place (ie. not against base walls or sitting on a hill in the open with neon lights under it...)

    The ammo/repair perks really should have their own slot as they have nothing to do with defence, so we should be able to provide a useful service to the team AND protect ourselves at the same time...
    • Up x 2
  8. Jaeger TR player

    It's a question of supply and demand. There are SOOOO many Sunderers parked within easy reach of an Engineer rushing from a wall or building that don't have Mineguard. What do you expect to happen? Everyone certs into 1 level of AV Mines, gets the mandatory 2 mines to kill said Sunderers and it becomes a common tactic.

    In fact, it becomes so common, people complain that the mechanics are broken, when in fact they are not.

    If people started to use Mineguard, there would be many many more failed engineer suicide runs and the attempts would dwindle down. Dedicated squads using tactics will still succeed, but those will be far fewer than the current successes, which ENCOURAGES people to do it even more.

    If you want Mineguard to be a balanced choice, every person in has to make an effort to educate the people in their faction to start using Mineguard. As the suicide runs start to fail, there will be fewer attempts until people give up on it as a tactic. THEN you'll be able to weight the pros and cons of using something other than Mineguard.

    The game mechanic is not broken. The counter is there and blatantly cheap. I very rarely bother pulling Sunderers, but guess what? My Sunderer has 2 things: AMS and lvl 2 Mineguard.

    TL;DR: Making it easy for every engineer to blow up your Sunderer using only 2 mines encourages them to do it MORE. Defend against it, they will succeed less and soon there will be alot fewer attempts. At that point, equiping alternatives to Mineguard will be viable.
    • Up x 2
  9. DoniSWhite

    As much as I run a sundie with mineguard
    More sundies with it will mean more LA/Eng like me
    I never bothered with tankmines, I should, and you sure make it look badass.
    However C4/underbarrel accomplishes the same feat... and complete undermines the mineguard.
  10. cfnz

    This I agree with although I'd be happy enough if ammo/repair got moved to utility.
  11. DoniSWhite

    Ammo/Repair should be in with utility... however imagine this scenario
    4 Sundies parked
    1 As deploy
    3 as 300+% repair
    All with Mine guard.
    ....
    It should but if it those 2 were allowed with mine/c4 guard there be trouble
    Throw in some engie's swap one sundie for a ammo all with AI/AA and it be ********.
  12. MissTiger

    Helpful against mines - proximity mines placed nearby on likely routes to the sundy.

    Not a solution, but helpful...

    Having gunners in the sundy is not really that good of a defense, there's a range nearest the sundy that gunners cannot shoot.
  13. Splort

    Drop spawn beacon somewhere remotely on the hex of the sunderer
    Land close/on top of sunderer
    Drop 2 mines before pod even disappears

    Grab ESF (I have 0 certs in air, so it doesn't even make me blink)
    Fly up to sunderer, get out and live (admittedly tricky)
    Drop 2 c4 and rocket or 2 mines

    And it works 99% of the time, regardless of troops, guys manning guns, skill levels, etc.

    Face it, it's way too easy to get to a sunderer and blow it up.
  14. DoniSWhite

    Can you imagine if you could have 6 of your other passengers be weapons free from the gunner windows that just so happen to be welded shut.....
  15. Splort

    If they don't park in cover they get shot by a bunch of rockets from some angle or other.
  16. Colt556

    And people don't think this is an issue? That one lone engineer can run up, take literally 2 seconds, and kill an AMS?

    This "take mineguard!" isn't a defense. Certs are suppose to be sidegrades and minor upgrades. They are suppose to allow you to adjust your play style. They are NOT suppose to be mandatory. Mineguard should NOT be mandatory lest engineers run up and insta-kill an AMS in 2 seconds. Mineguards are suppose to be optional in case you run into minefields.

    This is massively broken and it actually depresses me that some people will defend this.
    • Up x 1
  17. Badname0192


    Don't get mine guard, have people guard it from your squad/platoon. Clearly the mines on this game are friendly/enemy detection devices, so tossing two + mines near or under the unprotected Sunderer should mean that the Sunderer is gone, because clearly there was nobody in the guns nor soldiers guarding this poorly secluded attack device.

    Solution as well, multiple AMS + people in other vehicles. Just protect the dadgum things drivers.

    LOGIC!
  18. Colt556

    Have people guard it... works if the engineer doesn't just bunny hop in and throw down mines instantly. At least with C4 we can kill him before he detonates it. But once the mines are down, there's nothing we can do. More often than not we can't kill the engineer before he tosses down his mines since, as the OP's video showcases, it happens in like 2 seconds.

    It's also exceptionally unreasonable to demand multiple people camp an AMS for defense because ONE Engineer might come up and insta-kill it. Infantry shouldn't ever have the ability to insta-kill any vehicle, ever, period.
  19. Duff_Chimp

    Let me simplify this for you:

    One reason to run mineguard on AMS sunderer.... mines.
  20. Colt556

    What mines? I don't see any mines. I see C4 that doesn't require a detonator. But I'm not seeing mines. I mean all those sundies were parked, how can they trigger any mines if they're parked?