#Mines Feature Feedback
1 messages · Page 1 of 1 (latest)
- Mines should not be destroyed with small arms fire.
- Add an action to disarm a mine to pick it off the road.
- Due to 3rd person view on most servers, mines are comically easy to spot. Add an option to burry a part of them in the ground.
- The ability to melee players with the mine and for it to make the sound *Dusssnnnnnnnn when you hit someone on the head with it.
- The person who placed the mine shouldn't lose rank or be punished when a teammate drive over the mine.
- The driver who drives over a mine should lose rank but shouldn't be instant kicked if they had multiple friendlies with them in the vehicle. (This doesn't happen now because the TK punish system doesn't work, but I added it for future reference)
Should also add AP mines and mine detectors for when mines are buried
I understand why they did this though, people have used them as a tool to stir carnage and teamkill in ass numbers! However i do see where you're coming from and i understand your point, people may also use friendly mines to kill themselves with a soul goal of punishing other players. Prehaps friendly mines, in conflict at-least shouldn't do friendly damage? i understand why it does: Empowering the 'milsim' experience and promoting 'communication' however in a non-governed conflict server this can be 'difficult'.
Mines should be able to be placed in game master and personal Mines should be added too.
Mines should be able to be placed below soft surface with help of entrenching tool.
Mines should have ability to cover them with grass or sticks.
They can IRL with these specific types of mines and this is a realism game
No way a 9mm or a 556 can detonate a mine.
nope, not how that works
It's not impossible, just improbable. The type of mine definitely matters, one example that it works on is the PFM-1
They did not add that to the game yet.
I'm aware
Using the building feature with the truck and bases to place mines would be pretty cool.
That or maybe a mine sweeper in the feature way out
Mine sweeper will be clutch if they added the ability to burry the mines.
Even now it will be good for players who play with high grass quality.
Meh, what I do is just build medium checkpoint for unlimited mines atm, delete into the truck when you want to move minefield construction area.
I feel like it could be a bit OP around depots if you could place mines out of the build menu that quickly 😅 (could rank lock it I guess, but it's already easy enough to get sergeant)
We still don't know if the unlimited boxes will remain a thing in future updates. Players making the supply depot an ocean of mines is a concern though.
Well they already have it marked in road map that they want to separate build supply from ammo supply so we will have 2 types of supply like in Squad(air assault milestone), plus recently they said more vehicle will be able to carry supplies and at different amounts(17th Dev Report). So we can probably safely say unlimited ammo anything will eventually disappear unless the mission maker wants to do so. With that being said devs or a modder could probably mod in some pre-primed mines and add them to the build list for each faction in the meantime(it's actually pretty easy to add stuff to the build list, I was playing around with the idea of releasing more building stuff mod but idk probably won't), if that is the route more people want
About mines in conflict mode:
IMO, with the way they were implemented and how conflict mode is, mines have little to no use.
It is too slow to create mine fields.
Mines are very easy to spot.
Creating a mine field is always a gamble because it can be turned against your team or be rendered useless.
Placing them between enemy and friendly bases makes you unable to use that path to attack.
The most useful locations to place mines is behind enemy lines. That is a problem on its own considering how long it takes to place mines. The chance of being killed doing it are enormous. But if that was not enough they have limited effectiveness and those places can soon turn into friendly territory.
The same applies to advantage points. It can change hands too quickly.
I think mines would only be useful if the territorial change was much slower than it is now in conflict. You need too much time to prepare defenses compared to how quickly it is to attack.
I think mines are more relevant only on a much larger scale than we can achieve in games.
As it is now I can only see mines being used in specific custom scenarios or in game master mode.
The problem is not the feature per se, but I think it is bad timing. At the current state of the game its just not that great.
There are a few ways mines could become more fun.
If conflict mode had some sort of "flow" to it, where you alternate between defending and attacking, giving you more time to prepare a proper defense. Or if each round you are either attacking or defending.
It makes much more sense to make mines a buildable than an item that you have to carry. Why are you able to build whole machine gun nests with a click but mine fields need to be placed one mine at a time?
Another thing that would make mines more usable is how much people use vehicles, since they are AT mines. AP mines, at the current state would be more relevant because you could booby trap a building when you retreat
if you could place markers on the map for your team to see, that would help a lot. granted half the time people dont know where they are, but meh
The current top use is suicide bombing enemy armor
Much of the criticism of mines in Reforger is basically the same as criticism of mines in real life; they are indiscriminate weapons that kill more friendlys than enemies.
Kicking people for TK can't fix that.
I think adding a spike strip would help with the tk problem. The ability to disable a vic and slow the enemy but not kill friendly players. Also claymore mine would be a super awsome and annoying thing to add.