Stop allowing mines to be laid right on enemy vehicle

Discussion in 'PlanetSide 2 Gameplay Discussion' started by SiegeTank, Jul 22, 2014.

  1. SiegeTank

    (1) If a mine is supposed to explode when pressure hits it, how is it a vehicle that's NOT MOVING detonates a mine?

    (2) If a mine is supposed to go off the moment proximity of enemy vehicle is detected, why doesn't it go off the moment it's put right on an enemy vehicle?

    The stupid strategy I'm seeing that works like a charm: come full speed and crash into enemy sundar, get out and lay mines - you will NOT die before you can pull that off - presto EASY kill of a sundar almost every time.

    Suggestion: please do not allow mines to be placed if it would instantly be detonated, OR if you allow it, then make the first one go off immediately killing the engineer along with it - not allowing him to lay several waiting for him to do so to get the easy kill and ruining and entire battle.

    The only way you fail when trying this attack is if the sundar is surrounded by mines, which of course is not going to happen.
    • Up x 2
  2. Arsonix

    They patched it awhile back to make it so immobile vehicles don't detonate mines but this is still an issue because players can just shoot their own mines and get the full blast. So basically against a fully certed blockade armor sundy it only takes 100 certs to get 2 mines and 90 infantry resources to purchase the two mines and you get an instant kill while. Against a full certed mineguard with 700 certs invested and 200 infantry resources you still can't instantly kill the sunderer. So kindof an imbalance.

    Also unless you have your engi tool certed to level 6 you can not remove the tank mines under your sundy without blowing them up so your only option is to relocate before they arm or deal with having them there which sucks because any damage done to them will set them off.

    IMO the damage on remote detonated tank mines needs to be cut in half, atleast just to vehicles.
  3. ZBrannigan

    they should be 'placed' with a similar time frame to spawning a turret. or if 'dropped' they only do 1/2 damage

    same goes for c4.
    • Up x 2
  4. TheKhopesh

    If the mines no longer work as AV satchel charges, then we need satchel charges as well.
    (A satchel charge is a large bag filled with explosives for the sole purpose of destroying enemy armor in one quick, decisive strike.)

    Having mobile spawn points like sunderers as weak spots for attacks like this is a key cornerstone in armor balance, and making them strategic fights.
    Without this, PS2 will be nothing but a zerg fest.
    The only winning strategy would be superior numbers, not superior planning despite being equally matched or even outnumbered.


    We're trying to cut down on zerging, not bolster it.
  5. TheKhopesh

    C-4 is a mobile personnel defense.

    It's whole purpose is to keep vehicles from getting where they shouldn't be.
    That being anywhere near the structure with the capture points.


    AI vehicle weaponry would have to be entirely removed if C-4 where not capable of quick placement.
    • Up x 1
  6. ZBrannigan

    not saying that, just that a 'thrown' explosive wouldn't be as effective as if it was 'placed', directed force/shaped charge etc.
    when they demolish buildings i doubt they just toss a few explosives in and hope for the best! they place them to be most effective.
    happy enough for it to be a bit more powerful than now when 'placed', but less when casually tossed is all.
    • Up x 3
  7. ColonelChingles

    This is especially true for shaped charges (though C4 is not traditionally a shaped charge, and IRL would do very little to MBT armor). If you don't put a shaped charge facing the proper direction, the "cutting effect" of the shaped charge through armor would mean the explosive would do next to no damage.

    Satchel charges were never that effective against armor, largely because if you toss a bundle of explosives on the floor the explosive power of the charges disperse in all directions. Most of the energy is deflected outwards where there is the least resistance.

    Really if you want to take down MBT armor you'd need an explosive larger than a big paint can that would rely on an Explosively Formed Penetrator.
  8. TheKhopesh

    AV weapons are shaped charges that direct the force in several directions, so rather than rip a big hole and leave the rest virtually untouched, blasts a shotgun of baseball sized holes all over, tearing a greater area of armor apart.

    The force is so great near the focal point though, that it appears as if it was a single direction.


    This allows the charge to do 2-3x the damage that the explosive would do in a single pinpoint area.

    While building demolitions pinpoint key structural areas in order to cause the building to fall in on itself to avoid collateral damage, wartime explosives are designed to focus just enough to blast armor apart, while still causing a large enough covering of shrapnel to kill enemies nearby.

    Dropping the tank mines anywhere but smack-dab on the top of the vehicle would still rip the enemy armor to confetti.
    As well, if the mines work via magnetic detection, they'd flip over to face the enemy armor even if they were dropped right on top.
    (Though there is no animation to show it, not that I'm surprised they didn't go to the effort of describing the effect of dropping AV high explosive mines should they land on top of the enemy vehicle. It's expected that a gamer can draw the conclusion that dumping armed AV ordinance on an enemy vehicle should function without errors.)


    Or, you can simply assume that the mines utilize nanites to alter the directionalities of the internal explosive charges to cause maximum damage.
    That wouldn't require any animations whatsoever.
    • Up x 1
  9. TheKhopesh


    Nanites.

    Upon detection of armor not tagged as friendly, they re-arrange the internal shape charges to yield maximum damage.
    Add a powerful electromagnetic adhesion (even from a short distance) and you have an explosive that hold itself to the nearest enemy surface with significant ferrous mass with several tonnes of force and a custom shaped charge ideal for it's current position to deal incredible damage with scalpel-like precision.

    Welcome to fiction.
    Where balance concerns allow you to come up with any likely story you wish and say "Because nanites and scifi future tech!".

    In reality, every RL in the game would kill everything but a Galaxy in just a hit or two.
    (All but the Striker. That you'd have to hit a few shots from.)
  10. TheKhopesh

    Oops. Ignore this. Hit reply instead of edit.
  11. ColonelChingles

    Oh, I'm perfectly fine with how C4/mines work in this game.

    I just didn't want you to be under the mistaken belief that satchel charges or C4 were IRL remotely effective against MBTs (and anyone else who might read it and be misinformed). :)
  12. ZBrannigan

    no
  13. =ADK= Turrican13

    I have a solution:
    Provide security for your vehicles.
    This tactic tends to be used on Sunderers the most, the solution is to keep the guns manned on sundys and kill the people walking up to you.
    Problem solved
    • Up x 1
  14. =ADK= Turrican13

    I would support that. C4 at least needs a 2-3 sec timer to lay before being able to detonate. Because soldiers wearing jetpacks throwing C4 around is just too unrealistic....
  15. DeadliestMoon

    Learn to defend.
    • Up x 3
  16. Freedom Fries

    Tank mines were patched at some point to be huge triangles that wouldn't set each other off and wouldn't take damage from the engineers sticky grenade. Since then,they've been changed back to a good size,set other tank mines off,and take damage from allied explosives. I think SOE is very aware of this form of usage and is fine with it.
  17. TheKhopesh

    In WW2, satchel charges were effective against medium tanks, and saw use as AV weapons.
    Now days you really can't do enough damage to a tank's armor to penetrate it with such a device, but if you get close enough to use them correctly, they could still cripple it's treads, rendering it immobile.
    (And in PS2, a permanently immobilized tank is a dead tank.)
  18. DatVanuMan

    C4 still needs some improvement. Sometimes, detonating it will do absolutely no damage, and not even an explosion occurs when this happens<:[
  19. shameful

    if its that much of an issue don't be a ******* and keep an eye on your sundy, I deal with mine layers just fine, and protip you can disarm them with max engineer tool, do not cry for more nerf's to strategy or direct counters /thread
  20. Arsonix

    Anyone can pull a flash or an ESF and jump out and spend 1 second dropping 2 mines. Anyone with 100 certs anyways which is anyone with 2-3 hours gameplay experience. That is really annoying if you went through a lot of trouble fitting our your sundy and putting it in a hard to reach spot that can influence a battle. Engi tool only disarms mines at rank 6 (IE 740 certs to soft counter something worth 100 certs).

    Huge no to people saying blowing up your own mines to instagib a vehicle was intended. Mines were changed to not blow up under immobile vehicles for a reason. Working around it by damaging them wasn't what is intended. When you damage your own or your allies' the prohibition symbol replaces your crosshair along with the noise that goes with it and a teammate who accidentaly sets off an enemy tank mine through explosive splash damage is credited with any of the teamkills/damage that goes with it.

    I have had it happen that players suicide rush my sundy with tank mines with the intention of trolling my team. On multiple occasions I have had players quickly lay down 2 underneath my sundy and force one of my teammates to kill him with a lighting or MBT who were just trying to help but they ended up setting the mines off killing me and anyone nearby. On more than one occasion this forced the player who tried to defend my sundy to get a weapon lock and then be unable to defend themselves.