Faction specific mines and how they work

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Quite Spiffing, Jun 4, 2013.

  1. Quite Spiffing

    This has been bothering me for quite a while now. The mines we have do not always work as how they're supposed to, or there's something inherently wrong with it.

    Vanu Sovereignty: Proximity mines, pretty standard fare, blends in nice with indoor environments. works fine.

    New Conglomerate: Bouncing Betty, does not "bounce", acts exactly the same as prox mines with the same damage, also blend in real nice with indoors environments.

    Terran Republic: Claymore, same damage output as the other mines, but only in a narrow cone in front of the explosive. Does not blend in with indoor environments, visible (sticks out far above the ground), lights pointing out the direction of the detonation are visible to enemies, giving away it's position.

    Why does the TR have an infantry "mine" that is sub-par in comparison to the others? it doesn't have a longer detection range, it does not do more damage than the other mines, there's no compromise for this particular device, why does the TR get shafted on this? (also, I would like the NC mine to bounce, like real bouncing betty's do)
    • Up x 5
  2. Wintermaulz

  3. PhiladelphiaCollins

    I'll get upset along with you when Claymores stop going underground. Until then, **** Claymores.
    • Up x 3
  4. NightFallz998


    noob. claymores actually have more area coverage than proximity mines or bouncing b's. Also, claymores are unavoidable when placed behind a doorway. the VS mine has to placed in the MIDDLE of a doorway to cover the same area
  5. Quite Spiffing

    that has no place nor context here, just saying. (although I like that pic, and I'm confiscating it in the Name of the TR)
  6. chrisbeebops

    They all seem to sink a bit but claymores seem to be the biggest offenders, since once they think below the laser-light level they are pretty much invisible.

    The advantage to claymores is that your friendlies can stand behind them without getting teamkilled when they detonate. :D
    • Up x 2
  7. c4r151

    Betties and Proxies do the same thing.
  8. tugernut

    claymores need the green lasers removed
    then they would be fine
  9. PhiladelphiaCollins

    There's a difference between being 300+m away from a prox/betty when it was originally placed and a Claymore actually going under the ground for no damn reason at all.
  10. Quite Spiffing

    Prox mines and Betty's have a 360 degree 3 meter radius of coverage. Claymores have a narrow 80 or so degree 3 meter cone coverage. and the light beams emanating from the claymore is still visible, giving away it's position, even from behind doorways.
    • Up x 2
  11. Loegi

    Supposedly claymores have a longer range, which would probably mean that they have more damage at set distances from the device. But it's still quite lame that bouncing betties do not bounce, would be really cool if it added more range or something but with a chance to run away a small amount of times because of the bounce.
  12. Wintermaulz

    It is in context, because it is the answer to everything in this game.
  13. Quite Spiffing

    Sadly they don't, unless the range increase is very small. All of the mines had a three meter range coverage, only with the TR mine having a frontal cone as coverage instead of a 360 degree coverage
  14. PhiladelphiaCollins

    Yes, so...to achieve the same range a prox/bb needs to be in the center of the 3m blast radius...meaning it extends 1.5m in all directions around it. So for a chokepoint, the mine is best served being in the center of the path...for most effective activation radius and explosive radius. A Claymore can sit to the side of it.

    So you tell me, which is more inconspicuous? Flashing Disco Puck in the middle of a stairway? Or some faint green light way off to the side?
  15. Quite Spiffing

    I did not mean a 3 meter radius with the mine as the center of that, I mean 3 from the mine, to the edge of the coverage. forgot the correct mathimatical term for this.

    With that said, when you walk up stairs in a base, you will not see the mine until you are within it's coverage and detonates, so yeah, walking up stairs seeing green beams will give away it's position, keep in mind that the Claymore does not have a low profile like the others do, it's high up, basically an iPad on a stick.
  16. Kireles

    IMO all mines need to go. 0 skill, 0 fun, 100% frustration to anyone killed by such a cheap 1shot mechanic. They don't simply give no enjoyment for anyone involved (using and receiving), they actively suck the fun right out of the already depleting veins of this game. F mines! F them right in the F'ing face.
  17. Quite Spiffing

    Mines add to the game as a line of defense, albeit first, or last. they can be places around a capture point's narrow passages. Mines shouldn't go away, they just need some changes. (with the exception of the Prox mine)
  18. Ronin Oni

    uhm...

    why would you not place to the side of the doorway?

    It's not like the radius isn't long enough to hit an enemy running through a bloody doorway next to it.

    I've never... NEVER... placed my prox mines in the middle of the doorway.

    That's ridiculous.
  19. PhiladelphiaCollins

    I actually meant the detection radius, not blast radius. My bad.

    Other issue with Claymores...aside from disappearing underground at random...the graphical queue disappears at low settings.
  20. Quite Spiffing

    That is barely an advantage to be honest. :s