Mines in CQC

Jorenalc10Jorenalc10 Posts: 15Member Beginner
Hi everyone,

I would like to have your opinion on this matter. As most of you know Warrock/Papaya allows players to use flash mines for all characters in the whole game (including close quarter combat). In addition, it allows people to use m14 mines when playing with engineer.

An engineer can carry up to two flashmines + three m14 mines. Someone stepping on your mine is rewarded by 5 points, which is the exp equivalent of a kill. So basically, when someone is stepping in your mines you get the exp equivalent of five kills.

Consequently, Warrock/Papaya is basically stimulating/supporting players to 'camp' in close quarter combat. Which in my opinion is negative for the gameplay and the game experience for the users. 

I would suggest to remove mines from close quarter combat games. By 'mines' I refer to both flashmines and m14 mines. I am not referring to flash grenades (as they do not support camping). Also, battle group would seem acceptable. Additonally, an exception could be made for foggy survive as well. 

Another option would be to keep them, and instead of rewarding them with 5 points, give a penalty of -2 points or so. In this way, players CAN use them, but are encouraged not to do so.

I would love to hear others' opinion on this matter.

Jorenalc10

p0wner1180

Comments

  • p0wner1180p0wner1180 Posts: 451Member Intermediate
    I get the point, but I have to say, most of the time you know where the campers are and have placed their mines. Just wait for them to come out eventually, or bunnyhop over their mines. I do not find it a really bad thing to use mines in CQC and it does not bother me that much. 

    However I support the idea, which is not posted in this topic but stated in a few other topics on the forum, of adding the possibility to enable/disable mines in rooms.
    BadMeetzEvilVoltad
  • RamseesWRRamseesWR Posts: 4Member Beginner
    another idea, is that the mines should be a little visible
    KillingtimeVoltad
  • RamseesWRRamseesWR Posts: 4Member Beginner
    another idea, is that the mines should be a little visible
  • BadMeetzEvilBadMeetzEvil Posts: 265Member Intermediate
    First of all, thank you for suggestion.

    I am OK with both situations. I think 6. slot is a part of this game and normally mines are advantages of using Engineer class.

    However I agree with you it is sometimes annoying to play against mine campers, for example in Marien against Derbaran team.

    Regards
     
    BME TeamSpeak3 Server IP : ts.bmeclan.eu
    BME Clan Web-Site : bmeclan.eu
    BME Discord Server : discord.gg/wP5YCt6
  • KillingtimeKillingtime Posts: 246Member Trainee
    Like @RamseesWR suggested, mines being visible makes the most sense and also 5 points is still too much imo, maybe 3 points would be fine.

    This along with removing invertleaning would make the game more fast paced and better overall..
    p0wner1180llfr4nll
  • VoltadVoltad Posts: 15Member Beginner
    @killingtime
    how do you suggest inverleaning to be removed? I don't think it is possible
  • NuffiiiNuffiii Posts: 202Member Trainee
    I do not consider mines a problem. They should be a tool used to play Warrock in a certain (f.e. defensive) way.  From my point of view they are mostly a problem for players who refuse to adapt to the enemies tactics. Defending teams can use them to secure their objective which is pretty normal. The defenders are always in a stronger possition.

    Mainbase camping behind mines does not count as an argument. If the attackers camp behind their mines, just wait until they run out of time => win.
    If the defenders stay in their main camping behind their mines, just secure the objective => win.
    In any other case all one has to do is being patient. Just wait outside until they get bored too.
    Why? As soon as you start to run into those mines again and again while being slaughtered by them this "base camping behind mines" turns into nothing but at battle tactic and punishing someone because YOU are too stupid to adapt to his way to play is nothing he should be punished for.

    Thus there is no reason to remove mines from Warrock.

    But they definitly should not bring extra exp or like the m14 have not removable effects.  Plus the number of carried ap-mines should be reduced to 1 of each type.

    @voltad Of course invertleaning is removable. Leaning itself is not the problem.
    Leaning and firing a gun simultaniously is the problem. That could be
    solved by creating an option that says "if the player is in lean-modus
    he can not use his equipment". That is no problem since some sniper
    rifles already work this way. The NTW20 for example can only be fired
    when the player is prone.

    p0wner1180WombargerVoltad
  • LoquilloLoquillo Posts: 50Member Beginner
    I love mines  ;)
    BadMeetzEvil


    D.W. Forever !!!...

    Clan Eternal
    Eternal
  • R3voxWRR3voxWR Posts: 568Member Intermediate
    Hello here,

    I don't think that removing mines from CQC will avoid the problem of campers.
    I think, instead, that as @p0wer1180 said... An option that the room master can choose to enable/disable the usage of them would be the greatest thing.

    I'm not against the though "remove them from CQC" because I'm a mines camper too. I get mad, really mad when I'm in ByWay N.I.U. and the Derbarans camp in their base with M14 and Flash, or when they fastplant in down bomb using mines at the entrance... It's exhausting guys. 

    Yeah, the possibility of disable few classes into the room settings avoided this (M14) problem, but the "flash" problem... That cannot be avoided yet.


    Greetings,
    R3vox
    BadMeetzEvil
    Intel Core i5-3450 - Nvidia GeForce GTX 1050 - 8 GB of Ram 
Sign In or Register to comment.