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View Full Version : Game Suggestion: Changing Mines for UT2007



legacy-vorwerk
03-17-2006, 03:24 PM
Hi there,

I've been a fan of UT2004 for some time, and have been thinking lately about a nagging issue that I have with weapon balance in the game. (To be honest, I couldn't find a better place to post my idea, so I hope that this is a reasonable forum.)

My issue pertains to spider mines -- I think that, as implemented, they are simply too powerful:

1) They don't require any particular aiming skill.
2) The mines have a large "aggro" radius.
3) Just one mine can do a considerable amount of damage.

In my experience, mines unduly tip the balance of a fight far more than any other weapon. So, borrowing somewhat from the concepts of "crowd control" in World of Warcraft, I propose two different scenarios for mines in UT2007:

1) Instead of causing damage, spider mines "freeze" their targets (rendering them unable to move/fire) for a short period of time. This effect would stack, such that, if the target is hit with many mines, they remain frozen for a longer period of time than if they had just been hit with one.

OR ...

2) Spider mines are designed to "eat" metal. This means that mines behave as normal against vehicular units (i.e., they do the same amount of damage as they currently do in UT2004); but, against *players*, rather than causing damage (and loss of health), they "eat" some amount of the player's *ammunition*.

I believe that this idea would allow the mines to be used as a primarily defensive weapon, but could be employed (in combination with other weapons) as part of an offensive strategy. While these mines could tip the balance of the fight somewhat, I don't think that they would unfairly imbalance it.

Comments? Thoughts?

"Dr._V"

Bishop Gantry
03-17-2006, 03:49 PM
Hi there,

I've been a fan of UT2004 for some time, and have been thinking lately about a nagging issue that I have with weapon balance in the game. (To be honest, I couldn't find a better place to post my idea, so I hope that this is a reasonable forum.)

My issue pertains to spider mines -- I think that, as implemented, they are simply too powerful:

1) They don't require any particular aiming skill.
2) The mines have a large "aggro" radius.
3) Just one mine can do a considerable amount of damage.

In my experience, mines unduly tip the balance of a fight far more than any other weapon. So, borrowing somewhat from the concepts of "crowd control" in World of Warcraft, I propose two different scenarios for mines in UT2007:

1) Instead of causing damage, spider mines "freeze" their targets (rendering them unable to move/fire) for a short period of time. This effect would stack, such that, if the target is hit with many mines, they remain frozen for a longer period of time than if they had just been hit with one.

OR ...

2) Spider mines are designed to "eat" metal. This means that mines behave as normal against vehicular units (i.e., they do the same amount of damage as they currently do in UT2004); but, against *players*, rather than causing damage (and loss of health), they "eat" some amount of the player's *ammunition*.

I believe that this idea would allow the mines to be used as a primarily defensive weapon, but could be employed (in combination with other weapons) as part of an offensive strategy. While these mines could tip the balance of the fight somewhat, I don't think that they would unfairly imbalance it.

Comments? Thoughts?

"Dr._V"

1. Mines are as dangerous to the user as they are to the enemy when launched, they do require skill to be used good, and they have relativly short operational range and are destroyable.
2. I doubt enemies would volunter and walk up to the mine and pat it like a bunny.

1. freezing mines... would be conterproductive to the purpouse of the mines, tieing up players to deffense instead of freeing up players to attack...

2. And hed just restock at the ammo locker, rather pointless purpouse for spider mines...

legacy-Reddragon
03-17-2006, 04:58 PM
Hi there,

I've been a fan of UT2004 for some time, and have been thinking lately about a nagging issue that I have with weapon balance in the game. (To be honest, I couldn't find a better place to post my idea, so I hope that this is a reasonable forum.)

My issue pertains to spider mines -- I think that, as implemented, they are simply too powerful:

1) They don't require any particular aiming skill.
2) The mines have a large "aggro" radius.
3) Just one mine can do a considerable amount of damage.

In my experience, mines unduly tip the balance of a fight far more than any other weapon. So, borrowing somewhat from the concepts of "crowd control" in World of Warcraft, I propose two different scenarios for mines in UT2007:

1) Instead of causing damage, spider mines "freeze" their targets (rendering them unable to move/fire) for a short period of time. This effect would stack, such that, if the target is hit with many mines, they remain frozen for a longer period of time than if they had just been hit with one.

OR ...

2) Spider mines are designed to "eat" metal. This means that mines behave as normal against vehicular units (i.e., they do the same amount of damage as they currently do in UT2004); but, against *players*, rather than causing damage (and loss of health), they "eat" some amount of the player's *ammunition*.

I believe that this idea would allow the mines to be used as a primarily defensive weapon, but could be employed (in combination with other weapons) as part of an offensive strategy. While these mines could tip the balance of the fight somewhat, I don't think that they would unfairly imbalance it.

Comments? Thoughts?

"Dr._V"

No... People will continue to complain about them since people tend to complain about any weapon that does it's job too well. Spider mines are easy to get away from, easy to kill, and fun to use.

legacy-placebo 3.0
03-17-2006, 06:18 PM
I already made a thread about this (http://www.ataricommunity.com/forums/showthread.php?t=515298&highlight=spider+mines)