Buff countermeasure mines

The mines dropped around the nodes are way to weak. They can’t even kill grunts or marines. Maybe buff them to where they can at least kill 1 squad?
Thoughts?

No, balanced as is

Considering the main use of Countermeasures is to have mines dropped by Jump Pack Brutes I’m fine with the mines being weaker.

I don’t really see this as a necessity since often someone will trip more than one mine which will indeed kill

> 2533274924424525;4:
> I don’t really see this as a necessity since often someone will trip more than one mine which will indeed kill

Not really kills but jump brutes with countermeasure do fight scouts too well and Chosen with them negates scout play completely. It is OP in a way and needs nerfs to scouts. This is but one utility he has early game that puts Atriox in the top 4.

> 2533274956693987;1:
> The mines dropped around the nodes are way to weak. They can’t even kill grunts or marines. Maybe buff them to where they can at least kill 1 squad?
> Thoughts?

No, absolutely not. Returning the old stun time would make it unbalanced, making it so that it can kill core infantry with a single mine would make it overpowered. Add in a Chosen and a few LP’s to any of these, and you would either make almost any early game tactic ineffective or just break the balance entirely. So no, not in favor on this, it’s fine as it is right now.

The damage is fine and it makes fighting for nodes anoying. As a passive it shouldnt shut down cap attempts on its own. We dont need more leaders like serena