Originally Posted by Desecration View Post
Good luck Professor Sunrui. This wouldn't be the first time being suggested and it'll probably get little to no attention just like the other times. But I applaud you for your well thought out, beautifully presented and organized post.

FRT: I think the mine limit per player should also be included within tdm modes as well. That way it can remove the usage of running double mines which would get rid of the mine spam/camp my spawn strats (or at least dumb it down a bit) but it absolutley needs it within deathmatch modes.

Maybe for deathmatch once the player dies their mines are removed also, if your original suggestion isn't favored that is...



One? Every deathmatch has at least 3 people spamming mines. Maybe decrease the mines ammo capacity for deathmatch rooms? So instead of being able to run 5 mines x2 you can only run 3 mines x2. And then for TDMs keep the original 5/10 limit.

I agree that the main problem is people spamming them in doorways/super tight choke points, not the fact that players can throw so many out in deathmatches. It really kills off deathmatches quickly. Maybe rework the damage that mines deal and have it so that the closer a mine is to that same players other mines the less damage it does. That way it would discourage players to throw so many so close together.


Hopefully this issue gets taken more serious than it has in the past. No more "just make EX rooms hhhhhhh" responses.
looked through suggestion threads and couldn't find anything for this.

i think what u suggested = too complicated of a change for no reason, and your suggestion to change the mines damage / proximity kills the item completely

i don't think mine themselves need any changes. they're not inherently broken or tedious to play against in modes other than deathmatch. apart from that they only really viable on garden + AnD.

in garden + AnD people play with diff items; if people are going to camp there r items like molotov/nades, rocket, nade launcher etc to bring people out of their bases and defeat the mine strategy. most players don't do this in deathmatch because u only play for urself; not a team so u really only bring meds to heal or mine to kill ppl.

my opinion = the issue with mines solely exists in deathmatch because there's no cap to how much control of the map the item itself has; and mines weren't a problem until they were changed to give kill credit to the player. mines being used in chokepoints is fine; but it's irritating when practically every chokepoint is blocked off by mines until somebody dies to them because there's no way out and players have no limit to the amount of mines they're able to place in the game.

regarding mine damage, i am ok with them having a small nerf to dmg but i don't want the item to become useless