Development Cycle Archive
Thread: Minefield Feedback
Withthe morning hotfix of ffice:smarttags" />
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All existing mines and minefields will be deleted so that all new minefields that are placed will be effected by the new faction base rule.
· Players should no longer be able to clone at facilities in cities from which they have been citybanned.
· Minefields will again blow up when you walk on them.
· Minefields can now only be attached to factional HQs.
· Mines must be removed from a factory crate before they can be donated to a minefield.
* Do you see an improved performance?
*Are /citybanned playersforbidden from cloning centers in which they do not have access?
* Can you place minefields only near Faction Bases?
Thanks! ![]()
Message Edited by Thunderheart on 06-02-2004 03:15 PM
This hotfix confuses me.
Was the damage output of the actualy mines increased with this patch? I never saw minefields as the issue. I saw the fact that a full 20 mines would cause no damage to an attacker as the issue. With buffs, they would simply regen the damage before another mine hit.
I think the bugged turrets could have benefited from dev attention more than minefields, but whatever.
Couple Questions for you TH
1. Was Damage quadrupled or anything to make mines effective? As it stands a buffed man in armor can walk over a minefield with 100 mines til the minefield is empty and not die or really be that badly hurt
2. On the issue of them now exploding when walked over. Can you clarify this? the mine fields have always made bright flashes etc when they were walked iover and have always injured the person walking over them by 1 damage and given them a tef.
Are /citybanned playersforbidden from cloning centers in which they do not have access?
OH yea TH answer me this.
Why was this hotfixed? and how was it broken I got blown up by minefields just last night. Maybe ppl weren't when on speeders, but that's like the limits of the game and timing.
And why was this hotfixed instead of a publish, when they won't hotfix the fact that we can't throw traps unless they are in main inventory? I'll admit that the trap thing is not a game stopper, but neither is minefields. Bases and turrets, and covert/overt status are game stoppers for GCW. So why were these hotfixed and not our traps?
RazaelDemron wrote:
And we've also had an issue with guilds taking advantage of other people's open cities and using minefields to eliminate build space, another practice that will be ending with this hotfix.