Mines

Does anyone out their utilize the different mine based leader powers? Almost every leader has them.

Lotus Mine: Cutter, Anders, Isabel, Forge
Plasma Mines: Atriox, Colony
Scout Mine: Shipmaster
Stasis Mine: Arbiter
Victory Mine: Jerome
Cryo Mine: Serina

The only leaders that don’t have mines are Decimus and Johnson, and I don’t think they’re missing out on much…
Aside from seeing some sneaky plays with Displacement + Scout Mine, I never see these picked on the LP wheel and I feel they are largely skippable.
I’m wondering if anyone has played around with mines and thinks they are worth investing in. If not I would like to discuss how to make them useful. Can we buff them so they are worth the investment?

Stasis then throw mines underneath them and when they come out of stasis they will explode. If you can get your opponent to stay still long enough then the mines will work out pretty well.

Almost never.
I used to use ship’s scout mine. But, I believe they nerfed it.
I usually feel relieved when I see an opp drop mines, because it means I might have a LP advantage.

> 2533274807562680;1:
> Does anyone out their utilize the different mine based leader powers? Almost every leader has them.
>
> Lotus Mine: Cutter, Anders, Isabel, Forge
> Plasma Mines: Atriox, Colony
> Scout Mine: Shipmaster
> Stasis Mine: Arbiter
> Victory Mine: Jerome
> Cryo Mine: Serina
>
> The only leaders that don’t have mines are Decimus and Johnson, and I don’t think they’re missing out on much…
> Aside from seeing some sneaky plays with Displacement + Scout Mine, I never see these picked on the LP wheel and I feel they are largely skippable.
> I’m wondering if anyone has played around with mines and thinks they are worth investing in. If not I would like to discuss how to make them useful. Can we buff them so they are worth the investment?

they are better for team battles than solo

> 2533274807562680;1:
> Does anyone out their utilize the different mine based leader powers? Almost every leader has them.
>
> Lotus Mine: Cutter, Anders, Isabel, Forge
> Plasma Mines: Atriox, Colony
> Scout Mine: Shipmaster
> Stasis Mine: Arbiter
> Victory Mine: Jerome
> Cryo Mine: Serina
>
> The only leaders that don’t have mines are Decimus and Johnson, and I don’t think they’re missing out on much…
> Aside from seeing some sneaky plays with Displacement + Scout Mine, I never see these picked on the LP wheel and I feel they are largely skippable.
> I’m wondering if anyone has played around with mines and thinks they are worth investing in. If not I would like to discuss how to make them useful. Can we buff them so they are worth the investment?

They are fun they are just very situational

Also the banish mines dont look like mines though, has anyone notice that?

I tried them out a lot before and never really had much success with them. My only conclusion was that they are all a wasted leader point.

I used them a lot when I played with Isabel cause I needed to turtle a bit to get her going, but they are garbage. I could be wrong, but it seems like more than just detect units can pick them up. If there’s an enemy sniper…just forget about them.

I thought they would be a good way to counter Shipmaster movement…that doesn’t work either.

Imo, they’re pointless. The get detected too easily and don’t do enough damage even if they work right.

They could have a lot more potential, but they don’t. I I think it would be cool to just see there potential: put them on nodes, choke points, in front of teleports, or just to defend your base. A lot of potential there. I wish I knew the difference of all of them, but all I know is to not pick them on the leader wheel.

When I think of how killer widow mines are in SC2, I feel like it’s a shame that they’re so useless in this game.

I kind of wish fewer units could detect cloaked and mines, and that banished bases couldn’t invis.

> 2533274796391115;3:
> Almost never.
> I used to use ship’s scout mine. But, I believe they nerfed it.
> I usually feel relieved when I see an opp drop mines, because it means I might have a LP advantage.

I remember Scout mine used to be really strong if you could slip it into an army without them focusing it down.

Seems like when they changed mines to all take about 4 second to arm as compensation for scout mine cheese (may be wrong on their reason) , it made all mines very difficult to the effective. Both banished and UNSC have 2 detect units at tech 1 so it’s not like leaving them at certain choke points guarantees a barrier of entry or some units killed. They just get instapopped.

I think slightly lowering the arm time and maybe changing the way reveal units interact with mines could make them more viable. Might just make them op, though. They really can be stupid strong if they actually go off lol.

> 2535447531087970;9:
> > 2533274796391115;3:
> > Almost never.
> > I used to use ship’s scout mine. But, I believe they nerfed it.
> > I usually feel relieved when I see an opp drop mines, because it means I might have a LP advantage.
>
> I remember Scout mine used to be really strong if you could slip it into an army without them focusing it down.
>
> Seems like when they changed mines to all take about 4 second to arm as compensation for scout mine cheese (may be wrong on their reason) , it made all mines very difficult to the effective. Both banished and UNSC have 2 detect units at tech 1 so it’s not like leaving them at certain choke points guarantees a barrier of entry or some units killed. They just get instapopped.
>
> I think slightly lowering the arm time and maybe changing the way reveal units interact with mines could make them more viable. Might just make them op, though. They really can be stupid strong if they actually go off lol.

Agreed.
Scout mine would fully wreck a T1 infantry ball. Not so much anymore.

I don’t think snipers, upgraded marines, or rangers should have detect.
Scouts sure. Healers, yes.

> 2533274796391115;10:
> > 2535447531087970;9:
> > > 2533274796391115;3:
> > > Almost never.
> > > I used to use ship’s scout mine. But, I believe they nerfed it.
> > > I usually feel relieved when I see an opp drop mines, because it means I might have a LP advantage.
> >
> > I remember Scout mine used to be really strong if you could slip it into an army without them focusing it down.
> >
> > Seems like when they changed mines to all take about 4 second to arm as compensation for scout mine cheese (may be wrong on their reason) , it made all mines very difficult to the effective. Both banished and UNSC have 2 detect units at tech 1 so it’s not like leaving them at certain choke points guarantees a barrier of entry or some units killed. They just get instapopped.
> >
> > I think slightly lowering the arm time and maybe changing the way reveal units interact with mines could make them more viable. Might just make them op, though. They really can be stupid strong if they actually go off lol.
>
> Agreed.
> Scout mine would fully wreck a T1 infantry ball. Not so much anymore.
>
> I don’t think snipers, upgraded marines, or rangers should have detect.
> Scouts sure. Healers, yes.

I do think having detect on t1 is good, especially now that shippy and arby have the cloaking grunts. That said, I think mines needs some tweaking to give them an identity. The only use I can think of is setting them on power nodes to keep single infantry units from coming to cap. But if it’s an army there’s gonna be detect and they won’t do anything lol.

I feel kinda dumb for asking this, but do combat engineer marines have detect? I didn’t think they did. I thought it was just scouts, snipers, elites, AA vehicles, and healers.

Either way, I agree that it’s nice to see an enemy take mines because you are an ability up on them lol

> 2535447531087970;11:
> > 2533274796391115;10:
> > > 2535447531087970;9:
> > > > 2533274796391115;3:
> > > > Almost never.
> > > > I used to use ship’s scout mine. But, I believe they nerfed it.
> > > > I usually feel relieved when I see an opp drop mines, because it means I might have a LP advantage.
> > >
> > > I remember Scout mine used to be really strong if you could slip it into an army without them focusing it down.
> > >
> > > Seems like when they changed mines to all take about 4 second to arm as compensation for scout mine cheese (may be wrong on their reason) , it made all mines very difficult to the effective. Both banished and UNSC have 2 detect units at tech 1 so it’s not like leaving them at certain choke points guarantees a barrier of entry or some units killed. They just get instapopped.
> > >
> > > I think slightly lowering the arm time and maybe changing the way reveal units interact with mines could make them more viable. Might just make them op, though. They really can be stupid strong if they actually go off lol.
> >
> > Agreed.
> > Scout mine would fully wreck a T1 infantry ball. Not so much anymore.
> >
> > I don’t think snipers, upgraded marines, or rangers should have detect.
> > Scouts sure. Healers, yes.
>
> I do think having detect on t1 is good, especially now that shippy and arby have the cloaking grunts. That said, I think mines needs some tweaking to give them an identity. The only use I can think of is setting them on power nodes to keep single infantry units from coming to cap. But if it’s an army there’s gonna be detect and they won’t do anything lol.
>
> I feel kinda dumb for asking this, but do combat engineer marines have detect? I didn’t think they did. I thought it was just scouts, snipers, elites, AA vehicles, and healers.
>
> Either way, I agree that it’s nice to see an enemy take mines because you are an ability up on them lol

One of the marine upgrades does have detect. I don’t know which.

I kind of wish the cloaked grunts had not been added. They’re fun, but useless because of snipers/engineers. I’d rater have fewer detection units than more cloaked units.
But idk. I’m not a dev, so I worry that I don’t know what I’m talking about sometimes lol

> 2533274796391115;12:
> > 2535447531087970;11:
> > > 2533274796391115;10:
> > > > 2535447531087970;9:
> > > > > 2533274796391115;3:
> > > > > Almost never.
> > > > > I used to use ship’s scout mine. But, I believe they nerfed it.
> > > > > I usually feel relieved when I see an opp drop mines, because it means I might have a LP advantage.
> > > >
> > > > I remember Scout mine used to be really strong if you could slip it into an army without them focusing it down.
> > > >
> > > > Seems like when they changed mines to all take about 4 second to arm as compensation for scout mine cheese (may be wrong on their reason) , it made all mines very difficult to the effective. Both banished and UNSC have 2 detect units at tech 1 so it’s not like leaving them at certain choke points guarantees a barrier of entry or some units killed. They just get instapopped.
> > > >
> > > > I think slightly lowering the arm time and maybe changing the way reveal units interact with mines could make them more viable. Might just make them op, though. They really can be stupid strong if they actually go off lol.
> > >
> > > Agreed.
> > > Scout mine would fully wreck a T1 infantry ball. Not so much anymore.
> > >
> > > I don’t think snipers, upgraded marines, or rangers should have detect.
> > > Scouts sure. Healers, yes.
> >
> > I do think having detect on t1 is good, especially now that shippy and arby have the cloaking grunts. That said, I think mines needs some tweaking to give them an identity. The only use I can think of is setting them on power nodes to keep single infantry units from coming to cap. But if it’s an army there’s gonna be detect and they won’t do anything lol.
> >
> > I feel kinda dumb for asking this, but do combat engineer marines have detect? I didn’t think they did. I thought it was just scouts, snipers, elites, AA vehicles, and healers.
> >
> > Either way, I agree that it’s nice to see an enemy take mines because you are an ability up on them lol
>
> One of the marine upgrades does have detect. I don’t know which.
>
> I kind of wish the cloaked grunts had not been added. They’re fun, but useless because of snipers/engineers. I’d rater have fewer detection units than more cloaked units.
> But idk. I’m not a dev, so I worry that I don’t know what I’m talking about sometimes lol

This is slowly getting more off topic haha, but I really like the cloaked grunts funny enough. I think specifically because they give ship and arby a level of strategy they didn’t before. If you see a lot of grunts you have to ask the question “do I need snipers/engineers immediately so so don’t lose all node control?” They are a nice cost benefit potential for the elites because they allow for some early game map control power without being absurdly overpowered.

Why don’t they make it so you have to target the mines after they are detected instead of gunning them down with one sniper in your army

I used them a lot before. I had them around power points mostly but with the new meta being about heroes, mines aren’t really viable enough. I did get tricked into chasing a hero into an actual minefield once in teams, but that was about the only game I’ve seen them used pretty well.

Only way they would be useful would be if they were unlocked by default.

> 2533274821521504;16:
> Only way they would be useful would be if they were unlocked by default.

Yeah that would help. Its really weird that some of the mines are late game like Atriox and Colony.

> 2533274796391115;12:
> > 2535447531087970;11:
> > > 2533274796391115;10:
> > > > 2535447531087970;9:
> > > > > 2533274796391115;3:
> > > > > Almost never.
> > > > > I used to use ship’s scout mine. But, I believe they nerfed it.
> > > > > I usually feel relieved when I see an opp drop mines, because it means I might have a LP advantage.
> > > >
> > > > I remember Scout mine used to be really strong if you could slip it into an army without them focusing it down.
> > > >
> > > > Seems like when they changed mines to all take about 4 second to arm as compensation for scout mine cheese (may be wrong on their reason) , it made all mines very difficult to the effective. Both banished and UNSC have 2 detect units at tech 1 so it’s not like leaving them at certain choke points guarantees a barrier of entry or some units killed. They just get instapopped.
> > > >
> > > > I think slightly lowering the arm time and maybe changing the way reveal units interact with mines could make them more viable. Might just make them op, though. They really can be stupid strong if they actually go off lol.
> > >
> > > Agreed.
> > > Scout mine would fully wreck a T1 infantry ball. Not so much anymore.
> > >
> > > I don’t think snipers, upgraded marines, or rangers should have detect.
> > > Scouts sure. Healers, yes.
> >
> > I do think having detect on t1 is good, especially now that shippy and arby have the cloaking grunts. That said, I think mines needs some tweaking to give them an identity. The only use I can think of is setting them on power nodes to keep single infantry units from coming to cap. But if it’s an army there’s gonna be detect and they won’t do anything lol.
> >
> > I feel kinda dumb for asking this, but do combat engineer marines have detect? I didn’t think they did. I thought it was just scouts, snipers, elites, AA vehicles, and healers.
> >
> > Either way, I agree that it’s nice to see an enemy take mines because you are an ability up on them lol
>
> One of the marine upgrades does have detect. I don’t know which.
>
> I kind of wish the cloaked grunts had not been added. They’re fun, but useless because of snipers/engineers. I’d rater have fewer detection units than more cloaked units.
> But idk. I’m not a dev, so I worry that I don’t know what I’m talking about sometimes lol

marines don’t detect

I would love to see mines become useful. Some Ideas I have are to spread out the mines more and give them bigger AOE, up the damage, and up the cool down time. Perhaps it could take cloak detection units a few seconds to spot them so they would have a chance to punish people that just rush over unchecked ground. If mines became useful then you might think twice before teleporting your army of locusts behind an enemy base. It would be cool to hear a loud bang when they went off too. Currently we have silenced mines. It would be very funny also if we could see marines blowing sky high and screaming when tripping them. Mines could get nasty if we wanted them too. It sure would be fun to bait your opponents into a giant booby trap. What if you could set up a whole bunch of mines and wait for whole enemy army to center over it and then you could set it off. Just like the remote mines in James Bond Golden Eye on Nintendo 64 could. It would introduce a whole new part of Halo Wars 2. These are just a few thoughts I had. Remote mines are a stretch but I think we all can see ourselves trying to bait some noobs into a giant death trap, blowing them all to hell and recording it for our friends to see.

I would say plasma and lotus mines should have there damage buffed, cloak time buffed, and I think units should only fire at any kind of mine when they are manually given an attack order.