Only Mostly Here wrote:Agree that mines are boring, but wouldn't say they're always ineffective. Their impact is in more or less the right place for a weapon that is so easy to use IMO - generally won't do much to a car at full throttle, but if you hit one in a turn or certain other prime spots they can really mess you up. They can also sometimes cause situations where moving to avoid the mine can have a bigger negative impact than hitting it.
Anyway, wouldn't be too sad to see them gone altogether considering their usage is pretty one dimensional - put them in the obvious technical/tight spots and hope someone gets unlucky - but interested to see what the planned solution is.
codemonkey wrote:Look at the end-of-game stats my friend, they're ineffective.
Only Mostly Here wrote:I still disagree that mines are weak. Not only are they a prime weapon for discarding (for the purpose of powerup cycling looking for OP pickups like boosts and shields) but a lot of their strength comes from their ability to discourage people from taking a particular route - causing time loss without actually dealing any damage. This means that they may have an extremely low 'hit rate' while still affecting the race. They're also very effective area denial. Mines on the approach to the shortcut on Yuri Industrial can decide races, and mines on boost pads can very effectively prevent a player from catching up.
In terms of making them more interesting, what if they mutually annihilated with Hydras? If a Hydra passes over a mine, the mine detonates and scatters the hydra projectiles. This means that mines can be used reactively to block hydras on the straights where they'd otherwise be difficult to avoid. Meanwhile, it also makes hydras more attractive to keep as an alternative minesweeping option to the Raptor. This interaction would probably have to bypass the arming time of mines, since that arming time would make reactive mine usage impractical. My thinking here is that both mines and hydras are jointly the 'number 1 disposable weapons' - they leave your inventory quickly and without negatively affecting you, which means most of the time they'll be instantly thrown away to cycle for different powerups. Giving them some interaction might make people consider holding onto them.
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