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Nuclear mine balance

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Nuclear mine balance
Offline Y'berg
06-16-2019, 07:22 PM,
#11
Imperial Veteran
Posts: 436
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Joined: Sep 2017

Mines are fine as they are. If you find youtself dying to them a lot, hear my advice: GIT. GUD.
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Offline pillow
06-16-2019, 08:10 PM,
#12
Probation
Posts: 1,564
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Joined: May 2014
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Balance Developer

17000 or 15000 or 14000 is pretty much the exact same thing
light fighters still die to one nuke, except for the SS and scimitar who have just above 15k total hp with au

i never liked nukefights because its just a matter of who spams more cds, and nowadays its even worse with the literal free damage forward nuking (at this point the easiest way to win a duel is to just deshield the enemy and press nuke button, and 1 frame later press CD button, welcome to free damage town)

but at this point maybe like 3% of the playerbase can actually use guns so nerfing nukes would mean that i wouldnt have anyone else to shoot at ):
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Offline Nika
06-16-2019, 08:16 PM,
#13
Armed to the Teeth
Posts: 1,727
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Joined: Mar 2018

Do not try to fix something that isn't broken.

Peace, being the distant dream it is, comes inevitably, and goes hand in hand with justice.
Cursed be the war.
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Heroes never die! @Vitoniz30 @Connor
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Offline Pepe
06-16-2019, 08:23 PM,
#14
Moderately rare
Posts: 1,958
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Joined: Apr 2011

(06-16-2019, 06:30 PM)Reddy Wrote: Nuke Mines are good as they are, maybe the amount you can carry is a bit much.

+1

Disco is like ecosystem. Change one thing, at least another one also changes. And we never know which and in what way.

I support less ammo idea however, because of simple fact I personally never use more than half mines. I'd also use Rippers on my HFs, but ammo costs and I never use even one third of it. You could say not to use autobuy all, but I hate buying ammo when I said I'll log immediately.

[Image: 3tN2x9Z.png]
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Offline Chuba
06-16-2019, 08:41 PM,
#15
uwu
Posts: 1,519
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Joined: Sep 2013

I've been playing Crossfire for a week now and one thing that I think is done well in sp is the fact that mines have a two-second timer. I think that setting the timer for nukes to two seconds would be much more beneficial and overall a better change than tinkering with the damage or whatever else.

[Image: Chubix.gif]
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Offline pillow
06-16-2019, 08:43 PM,
#16
Probation
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(06-16-2019, 08:41 PM)Chuba Wrote: I've been playing Crossfire for a week now and one thing that I think is done well in sp is the fact that mines have a two-second timer. I think that setting the timer for nukes to two seconds would be much more beneficial and overall a better change than tinkering with the damage or whatever else.

nuking npcs is about as useless as wiping your ass with money but in multiplayer it would make a world of difference without killing its damage or ammo count

youd have to put at least 5% more thought into nuking instead of just pressing e 24/7

and also would help with selfnukes
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Offline Velvet
06-16-2019, 10:50 PM,
#17
Member
Posts: 71
Threads: 20
Joined: Apr 2019

If you get mine trapped in a LF, you've already lost anyway. Regardless of lowering the damage by 20-30%.

Would rather see LFs buffed a bit, but that's just me...

[Image: wWDBvtl.png]
[Image: wWDBvtl.png]


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Offline Immortality23
06-16-2019, 10:51 PM,
#18
Member
Posts: 489
Threads: 75
Joined: Sep 2011

(06-16-2019, 10:50 PM)Velvet Wrote: If you get mine trapped in a LF, you've already lost anyway. Regardless of lowering the damage by 20-30%.

Would rather see LFs buffed a bit, but that's just me...

Can someone delete, was from wrong account.

Point still stands though...
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Offline -Rax-
06-16-2019, 11:50 PM,
#19
Member
Posts: 569
Threads: 27
Joined: Mar 2016

Flying LF's and HF's means you have the uncondicional advantage of using speed + good guns and most of the times decent powercore. Only skill actually needed in flying them around is to evade mines. If you nerf mines to the point you can't instakill them with 1 mine you'll just create (another) unbalanced setup that everyone will use so VHF's the masterclass will probably get yeeted by the time. I'm just using common sense here, no calculus and other stuff.
Pro tip: You can insta LF's with a snac!

[Image: 2VbrSzU.png?1]
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Offline Nen
06-17-2019, 12:59 AM, (This post was last modified: 06-17-2019, 01:02 AM by Nen.)
#20
Member
Posts: 178
Threads: 15
Joined: Feb 2013

I do think that nerfing the nuke count to a number where its actually a concern would be nice, 50 is such an absurd amount that you will never realistically run out of them in any fight unless you practicality hold down the e key. Not to mention in group fights you are very likely to get a refill in the middle of it when the target dies. It sort of devalues the fact they have an ammo count to begin with, that being you have a limited number of times to use this option in a fight compared to your guns, but its more powerful. That dynamic doesn't exist with its current ammo count.

Exact number I wouldn't claim to be certain but 25 or so would be a good conservative value where its still enough to get through a duel but isn't in complete excess. Perhaps a lower number would be warranted so people would experiment with other mine types, since for as long as I've been around its been Nukes, with the occasional Screamers before snacs where nerfed or some shotgun+mr loadouts.

The actual stats of the nuke I think are fine, limiting how often you can use them would be the best way of "nerfing mine spam" but ultimately I don't think its a huge issue if mines remained untouched.

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