Devastation and Fjell are just mine fields nowadays. AP mines were extremely strong before, there was absolutely no reason to raise the damage. I never saw someone asking for it, not here, not on the subreddit, so why the goddamn buff. 1000 things that need to be adressed, this however, was absolutely fine. Nowadays we have 4-6 ap mines around every ammo supply station, because 3 out of 4 classes have access to it, and everyone gets 2 (!). They are extremely small and only visible because of their glowing. But people figured out quickly, that you can simply place them on the supply crate, and since the supply crate is glowing aswell , it's like looking at a where is waldo picture. There needs to be something done, I'd favor the way ap mines worked in bf4. With visible tripwires, still very deadly, but only if you were dumb enough, to run through them. Right now they are just proximity based killing machines, and frankly cheap kills, nothing more.
14
Comments
It's a war game and they should stay as is.
L2P issue
A good start.
Edit: Thanks for the update Bartman, sounds good, hopefully we'll get the update very soon.
exactly !
why do these noob's winge about small issues like AP mines, part of war get used to it.
I believe you can have 3 out at a time. Lay 1, go to ammo station, get 2 more
The no OHK thing is good in principle, but if people stack 2 together, as they do now, I suspect they’ll still be an insta-death. What I’d want is the same mechanism they did to Anti-Tank mines in BF1, where they can’t be placed close together.
What slightly worries me about the tweet is the implication that the damage curve is flat. That could mean the curve is more linear. If it’s still a decreasing function - in that the further you are from the center of the explosion the less damage is dealt, then that’s fine, makes sense, and should result in less collateral kills.
But if it’s actually ‘flat’ - in that the damage dealt is the same regardless of whether you are right in the centre or right at the edge of the blast radius, then that’s really not so good. It basically means you’ll get the same damage if you are the guy standing on it, or the guy right on the very edge of the blast radius wondering why that guy is running straight towards that... boom... dead. It also means more damage when shooting them in tight spaces (as you have less flexibility on the distance from the blast).
As I said: a good start ... but it is not enough.
Stacking or placing them at resupply stations/spawnspots need to go.
And I would like to see them as sniper only gadget.
It’s probably funny until an enemy tank shoots a shell into the middle of them and they all go off killing your entire squad and any other friendlies nearby.
By your logic a round of conquest would last hours since everyone will just walk checking the ground for mines. This is not a military simulation. Never was. Join the army if you wany realism.
The number of times I've seen people mining a position we were actively holding in BF1 and the added explosive power it created, that's how those 11+ multikills happen with a frag grenade.
With this mindset, we can close all the discussions and feedback on this forum, answering literally every balance related issue with:
MUH part of war, get used to it!!!
Don't you see how bad this argument is?
That isn't dumb. That's the way it should be.
You start with 1 mine, but can get another 2 from a supply station, carrying 3 max at any time. If you have 3 placed, and restock from a supply station and place a 4th mine, the 1st one of the existing 3 will vanish.
Only the mine spam at supplystations is excessive, this should be taken care off by not being able to place them within a certain distance.