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Mines - some loves them other hates them
Posted: Sun Jan 06, 2013 7:18 pm
by thomassn
Hello
In the game, OpenRA Red Alert Mod, I love to be Allies. I lay lots of mines, and it is often met with many cursed words from players.
I do really agreed with some players, that OpenRA need some sort of mine sweeper or detection thing (like in C&C Generals).
So what are people opinions about mines?
Posted: Mon Jan 07, 2013 8:52 am
by ihptru
it's ok, I use demo trucks to destroy mines
Posted: Wed Jan 09, 2013 8:48 pm
by PersianImmortal
I hate them. However Curtaining a squad of tanks and sending them to clear them out is a good counter.
Posted: Sat Jan 12, 2013 3:06 am
by OverKill
I'll be the first to admit it was probably me getting mad at you for using mines. They're a great tool but unfortunately there isn't an effective tool to remove them besides demo trucks. Problem still presides if the enemy has 3+ mine layers working at the same time. Hopefully we'll have something to counter them in the future.
- OverKill
Posted: Sun Jan 13, 2013 6:35 pm
by thomassn
I think, it would be useful to decrease the time of reloading Mine Layer at the Service Depot. Now, I can easliy reload many Mine Layers with just few Service Depots.
Otherwise, it should cost money to reload mine layers.
Posted: Sun Jan 13, 2013 10:46 pm
by epice
Actually, thats not a bad idea!
Make mines cost money!
Posted: Mon Jan 14, 2013 1:29 am
by BaronOfStuff
...weren't you complaining about running out of money in another topic? Now you want to add more ways of spending said money?
Why not just make Mine Layers slower and/or more expensive, not to mention reduce damage from AT mines? A solution like this can be tweaked constantly until a reasonable balance is found, without:
a) Nerfing ML's completely.
b) Having to dream up more fantastic ways of draining player resources with units only serving a very specific non-combat purpose.
For example:
Reducing the speed of the ML by even 1 unit will overall result in more time being needed to deploy what's currently a 'useful' number of mines; get this balance right in conjunction with reduced damage and a player can't/won't rely on minefields so much to deter/destroy any invasion attempts.
Edit:
If the M.A.D. Tank ever gets into OpenRA, that can serve as an effective/expensive mine-detector/disabler, in addition to its primary role of doing untold damage.
Posted: Mon Jan 14, 2013 6:51 am
by Surrealistik
Spy infiltration of Radar Domes might reveal enemy mines.
Engineers should be able to detect mines in a limited radius about them (they're expensive, slow and unarmed, so it's fair; use APCs/Chinooks to haul em). Perhaps Engineers could even 'attack' mines while adjacent, destroying them harmlessly.