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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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[Infil Mines] - So THAT'S what Infil mines are for.

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 [Infil Mines] - So THAT'S what Infil mines are for. 
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DemoEvolved
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Joined: Tue Apr 06, 2010 10:28 am
Posts: 2031
Post [Infil Mines] - So THAT'S what Infil mines are for.
Those green line trigger mines?
The ones you would never trade your stickies for?

Yeah, so I was messing around with my loadouts and played some Infil Flag D last night.
Infil Flag D you say, "Wat?"
I know. Just messin around.

So anyway... Top kills/top assists on the server multiple rounds. By a lot.

I mean it's no Shrike numbers, but it's a lot more effective than I would ever have guessed.
After a while I wasn't even trying to be clever with them, just dumped them in the middle of doorways. Still worked. Its like ppl weren't even paying attention.

Also, resupplies via the Nugget so no need to go to inv. Pretty awesome.

"Green Mines, Not As Useless As You Thought They Were."(tm)


Fri Mar 30, 2012 3:24 pm
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LagoonSeven


Joined: Tue Nov 15, 2011 7:16 pm
Posts: 421
Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
They aren't green anymore after a few seconds. It can make them a lot harder to see. But yeah, they can actually be useful now.

Still won't trade the stickies for em.
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Fri Mar 30, 2012 3:34 pm
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Mizarus

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Joined: Tue Jun 09, 2009 12:43 pm
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Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
DemoEvolved wrote:
Those green line trigger mines?
The ones you would never trade your stickies for?

Yeah, so I was messing around with my loadouts and played some Infil Flag D last night.
Infil Flag D you say, "Wat?"
I know. Just messin around.

So anyway... Top kills/top assists on the server multiple rounds. By a lot.

I mean it's no Shrike numbers, but it's a lot more effective than I would ever have guessed.
After a while I wasn't even trying to be clever with them, just dumped them in the middle of doorways. Still worked. Its like ppl weren't even paying attention.

Also, resupplies via the Nugget so no need to go to inv. Pretty awesome.

"Green Mines, Not As Useless As You Thought They Were."(tm)


Against people who cant see a big shiny round orb with a green light coming out of it it's only going to be as effective as a DMB mine.

Against anyone who is payng atention to their screen it may force them to stop and take another route.

Against people who are used to spot DMB mines it's just another thing they have to shoot while they ski


Fri Mar 30, 2012 3:36 pm
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DuckBlitz
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Joined: Sun Feb 12, 2012 10:14 am
Posts: 177
Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
Been using them ever since Jacko came out, Inf D is indeed pretty groovy. Especially once you develop/learn some good spots for the mines.

Mizarus wrote:
Against people who cant see a big shiny round orb with a green light coming out of it it's only going to be as effective as a DMB mine.

Against anyone who is payng atention to their screen it may force them to stop and take another route.

Against people who are used to spot DMB mines it's just another thing they have to shoot while they ski


They're not proximity detonated, the laser is a tripwire which allows the mines to be placed out of sight behind corners and their damage does not rely on proximity to the actual mine. Many who use them may not understand this core mechanic but if you ever actually see a prism mine, it's either poorly placed or you are approaching it from a direction it wasn't meant to cover. It's also worth noting that the laser is long enough to allow for placement further away from corners on the narrower doorways to protect the mines from area damage aimed at the doorway. A good INF will of course whenever possible make use of this fact.


Fri Mar 30, 2012 4:04 pm
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DrEuthanasia
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Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
I can say one thing for certain. They really aren't that great at stopping me as an Infiltrator. I can jump straight over them without even jetting. Compared to the almighty Doombringer mines which are significantly harder to see and easier to trip, I know which class I'd rather have defending my base interior.

Won't comment on flag defense. I've never seen them used more successfully than any other mine there either.


Fri Mar 30, 2012 4:08 pm
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VonSchlupeurk


Joined: Sun Dec 11, 2011 6:05 pm
Posts: 448
Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
They are pretty handy as a warning system for gen rooms , but not foolproof. It's true that some people are lemmings and will repeatedly die to them.

I just wish you could adjust the beam height somehow , preferably by attaching them to walls.
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Fri Mar 30, 2012 4:40 pm
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hillsgeo


Joined: Sun Jan 29, 2012 10:28 pm
Posts: 437
Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
They don't bother me as INF either. You'd think for infiltrator mines, they would be hard to see, but they really aren't. I don't get why dmb mines are practically invisible in some textures whereas the inf mines are like beacons everywhere.


Fri Mar 30, 2012 4:57 pm
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LDial
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Joined: Mon Jun 28, 2010 2:43 am
Posts: 1085
Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
A lot of the issue with mines in general is that they aren't rendered immediately. Notice how forcefields only "pop up" when you get onto their side of the map as if someone just places them? Yeah. The game doesn't render mines inside someone's base, so it takes a split second to load them. When you're going really fast, that split second could be all you need to be totally f***, which is why you're supposed to ALWAYS shoot the flag stand. This applies to mines, claymores, motion sensors, you name it. Unfortunately sometimes it glitches and they don't render AT ALL. THAT is a nightmare.


Fri Mar 30, 2012 7:08 pm
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hvcterr
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Joined: Thu Jun 16, 2011 3:41 am
Posts: 1567
Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
LDial wrote:
A lot of the issue with mines in general is that they aren't rendered immediately. Notice how forcefields only "pop up" when you get onto their side of the map as if someone just places them? Yeah.


I think it's a much more general bug. For example, I regularly seen claymores and motion mines--even ones I placed myself--repeatedly "fake explode" when they enter/exit my line of sight. (Or maybe it isn't LoS, but instead a more complex potential-visibility check.)

As you can imagine, it is incredibly frustrating to have your mines blow up when you turn your back on them, only to find out it was a false alarm. Again.
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Fri Mar 30, 2012 7:13 pm
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Crossflippe
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Joined: Thu Mar 01, 2012 12:43 pm
Posts: 486
Post Re: [Infil Mines] - So THAT'S what Infil mines are for.
I've checked, until you get really close *like OmigodIvetriggeredamine kinda close* the prism appears black and the laser shows up only a few meters away. Not a big problem indoors, but at 100+ sanics, it will ruin your day, especially because they're placed out of sight around corners. Great for flagstands on maps like arx or crossfire, not so good on Kata or drydock.
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Sat Mar 31, 2012 9:48 am
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