Shipmaster Scout mine Broken

Scout mine cost 75 power and 75 energy. It arms pretty instantly and will kill anything in it’s radius including buildings in a base. It can kill an army of marines in an instant with no recourse. I think this is not acting as intended because it arms instantly and instantly kills groups of units.

I think it’s doing what it’s suppose to other than the amount of damage it causes.

Mine certainly does not cause the devastation you speak of! Why can’t I get a bug that crushes Armies in am instant.

Just kidding, I like to win legit.

> 2533274806679134;3:
> Mine certainly does not cause the devastation you speak of! Why can’t I get a bug that crushes Armies in am instant.
>
> Just kidding, I like to win legit.

Maybe you weren’t paying attention or didn’t try it as the OP mentioned, but it most certainly does exactly as he described it. I saw a ghost at my base and thought nothing of it. 2 seconds later my base is half health, one building is entirely gone and another is in red health. This is all around 2:30 into the game. Then I was fighting grunts against grunts vs the same opponent. I had more grunts and was beating his force easily when suddenly, a massive explosion and around 10 of my grunts are outright dead. That might not be an entire army, but early in the game 10 units is quite a bit or at least enough to turn the fight. I then tested this in an AI match. The scout mine does wayyyy to much damage. Compared to Atriox’s scorch mines, which drop 3 mines instead of 1, doesn’t even kill infantry units let alone half health a base and completely take out a building.

It also arms fast, there is no way to detect it, and it is on a very short 105 second cooldown all as a tier 2 early game leader power. I even had engineers around and could never tell when/where it was placed to try to avoid it. How can you even put a mine on an already built base anyway? It doesn’t work that way with other leader mine powers. Please fix this bug and tune the damage down. Getting mighty sick of all the cheese in this game. Thanks.

I feel like the Scout Mine’s damage against units is fine. But under no circumstances is it ok that it does so much damage to buildings

Ok, so, as a shipmaster main (88% of games), I have a decent amount of experience with the scout mine.

While it does have devastating power should it arm, it has a 3 second arm delay. In this timeframe, it is not cloaked and can be shot at by any unit you have. If you drop a scout mine into a cluster of marines, the marines will shoot and destroy it so long as you have not commanded them to attack something else. It’s not an instant super bomb by any stretch.

However, it is VERY effective against buildings. Basically, if you see a fast scout, be careful. Luckily, it doesn’t instantly destroy buildings until it hits level two, and by that time you will have turrets to shut it down.

Strong if ignored? Yes. But counter-able? Also yes.

> 2533274924073601;6:
> Ok, so, as a shipmaster main (88% of games), I have a decent amount of experience with the scout mine.
>
> While it does have devastating power should it arm, it has a 3 second arm delay. In this timeframe, it is not cloaked and can be shot at by any unit you have. If you drop a scout mine into a cluster of marines, the marines will shoot and destroy it so long as you have not commanded them to attack something else. It’s not an instant super bomb by any stretch.
>
> However, it is VERY effective against buildings. Basically, if you see a fast scout, be careful. Luckily, it doesn’t instantly destroy buildings until it hits level two, and by that time you will have turrets to shut it down.
>
> Strong if ignored? Yes. But counter-able? Also yes.

Bingo. Even AI are smart enough to target the mines and destroy them in less than half a second.

its perfect to me, because the lack of more powerful powers in shipmaster

> 2533274924073601;6:
> Ok, so, as a shipmaster main (88% of games), I have a decent amount of experience with the scout mine.
>
> While it does have devastating power should it arm, it has a 3 second arm delay. In this timeframe, it is not cloaked and can be shot at by any unit you have. If you drop a scout mine into a cluster of marines, the marines will shoot and destroy it so long as you have not commanded them to attack something else. It’s not an instant super bomb by any stretch.
>
> However, it is VERY effective against buildings. Basically, if you see a fast scout, be careful. Luckily, it doesn’t instantly destroy buildings until it hits level two, and by that time you will have turrets to shut it down.
>
> Strong if ignored? Yes. But counter-able? Also yes.

100% bs… scout mine is killing all your base is a glitch and need to be patched , even if you have 4 turrets in your base, the turrets will not target the mine it will target the scout first… basicly there is no counter to that… … it ruin the game even simple as that

> 2533274814771136;9:
> > 2533274924073601;6:
> > Ok, so, as a shipmaster main (88% of games), I have a decent amount of experience with the scout mine.
> >
> > While it does have devastating power should it arm, it has a 3 second arm delay. In this timeframe, it is not cloaked and can be shot at by any unit you have. If you drop a scout mine into a cluster of marines, the marines will shoot and destroy it so long as you have not commanded them to attack something else. It’s not an instant super bomb by any stretch.
> >
> > However, it is VERY effective against buildings. Basically, if you see a fast scout, be careful. Luckily, it doesn’t instantly destroy buildings until it hits level two, and by that time you will have turrets to shut it down.
> >
> > Strong if ignored? Yes. But counter-able? Also yes.
>
> 100% bs… scout mine is killing all your base is a glitch and need to be patched , even if you have 4 turrets in your base, the turrets will not target the mine it will target the scout first… basicly there is no counter to that… … it ruin the game even simple as that

Ok, even if the mine goes off, it doesn’t “kill all your base”. It does a hefty chunk to buildings, and can destroy one or two, but only at max level. And, due to the arm delay, turrets can kill the scout and the mine before it goes off. Also, snipers are a 100% effective solution to the problem, as they can target the scout mine but not the scout or other units, making the mine always die.

It is definitely a glitch that you can drop the mine directly into the center of a base through buildings. However, you should still be able to drop it next to buildings. It’s damage is fine, and it’s pretty easy to deal with overall. I’ve encountered players using it 6 times now, and I haven’t lost a single one of those matches.

> 2533274814771136;9:
> > 2533274924073601;6:
> > Ok, so, as a shipmaster main (88% of games), I have a decent amount of experience with the scout mine.
> > While it does have devastating power should it arm, it has a 3 second arm delay. In this timeframe, it is not cloaked and can be shot at by any unit you have. If you drop a scout mine into a cluster of marines, the marines will shoot and destroy it so long as you have not commanded them to attack something else. It’s not an instant super bomb by any stretch.
> > However, it is VERY effective against buildings. Basically, if you see a fast scout, be careful. Luckily, it doesn’t instantly destroy buildings until it hits level two, and by that time you will have turrets to shut it down.
> > Strong if ignored? Yes. But counter-able? Also yes.
>
> 100% bs… scout mine is killing all your base is a glitch and need to be patched , even if you have 4 turrets in your base, the turrets will not target the mine it will target the scout first… basicly there is no counter to that… … it ruin the game even simple as that

Have you tried using the mine? If not, all you see are the good parts. The negatives that come with it all most make it useless. It has a long delay of cloaking and detonating that make it so easily counterable It will only even beat someone who has dumped all their resources to offense. If you have defense at all then you will be safe. If you have say a shield your buildings will be fine or if you are unsc you can have snipers, since they don’t hit scouts or engineers, to take out the mine. If you are marine spamming then it is an easy counter towards you. Also the only broken part about it is that it can be dropped in a building, one can just as easily place it next to a building and have it destroy that building as an upgraded mine, and the buildings near it.

I see most people complaining about this are unsc leader mains so this is an obligatory edit.

Before anyone says snipers are expensive, have you ever thought of how expensive it is to turtle up? All you have to have are 2 snipers. One at your base and one with your army and you have a perfect counter. Just to survive a UNSC marine rush or spam a banished leader must turtle up, you cant beat marines with, or without, grenades with grunts its just not going to happen often, and get tech 2 to get shield generator which costs a lot of resources and has to get a least 2 turrets and upgrade them to counter your composition. In other words banished leaders have to have several power extractors thus reducing the supply pads a banished leader can have. This is just to survive your marines. So by this point the shipmaster is already far behind because the UNSC probably claimed a base while the shipmaster is trying to stay alive. So in all of this if you are fighting a shipmaster don’t go all offensive and cry about being punished for being too aggressive and leaving your base unguarded. Im pretty sure you could hold 3 marine squads back at your base and still spam the shipmaster to death.
Instead of asking/ demanding for nerfs try countering and adjusting your strats and unit compositions.

What’s broking: it shouldn’t explode when there’s only buildings nearby and it shouldn’t be possible to place it inside a base.

I’d argue that cost vs damage is a bit out of whack as well especially on Xbox where killing that mine isn’t as straight forward.

> 2533274808735448;11:
> > 2533274814771136;9:
> > > 2533274924073601;6:
> > > Ok, so, as a shipmaster main (88% of games), I have a decent amount of experience with the scout mine.
> > > While it does have devastating power should it arm, it has a 3 second arm delay. In this timeframe, it is not cloaked and can be shot at by any unit you have. If you drop a scout mine into a cluster of marines, the marines will shoot and destroy it so long as you have not commanded them to attack something else. It’s not an instant super bomb by any stretch.
> > > However, it is VERY effective against buildings. Basically, if you see a fast scout, be careful. Luckily, it doesn’t instantly destroy buildings until it hits level two, and by that time you will have turrets to shut it down.
> > > Strong if ignored? Yes. But counter-able? Also yes.
> >
> > 100% bs… scout mine is killing all your base is a glitch and need to be patched , even if you have 4 turrets in your base, the turrets will not target the mine it will target the scout first… basicly there is no counter to that… … it ruin the game even simple as that
>
> Have you tried using the mine? If not, all you see are the good parts. The negatives that come with it all most make it useless. It has a long delay of cloaking and detonating that make it so easily counterable It will only even beat someone who has dumped all their resources to offense. If you have defense at all then you will be safe. If you have say a shield your buildings will be fine or if you are unsc you can have snipers, since they don’t hit scouts or engineers, to take out the mine. If you are marine spamming then it is an easy counter towards you. Also the only broken part about it is that it can be dropped in a building, one can just as easily place it next to a building and have it destroy that building as an upgraded mine, and the buildings near it.
>
> I see most people complaining about this are unsc leader mains so this is an obligatory edit.
>
> Before anyone says snipers are expensive, have you ever thought of how expensive it is to turtle up? All you have to have are 2 snipers. One at your base and one with your army and you have a perfect counter. Just to survive a UNSC marine rush or spam a banished leader must turtle up, you cant beat marines with, or without, grenades with grunts its just not going to happen often, and get tech 2 to get shield generator which costs a lot of resources and has to get a least 2 turrets and upgrade them to counter your composition. In other words banished leaders have to have several power extractors thus reducing the supply pads a banished leader can have. This is just to survive your marines. So by this point the shipmaster is already far behind because the UNSC probably claimed a base while the shipmaster is trying to stay alive. So in all of this if you are fighting a shipmaster don’t go all offensive and cry about being punished for being too aggressive and leaving your base unguarded. Im pretty sure you could hold 3 marine squads back at your base and still spam the shipmaster to death.
> Instead of asking/ demanding for nerfs try countering and adjusting your strats and unit compositions.

I literally just spent the past 30 minutes testing out the scout mine with my friend (yesterday decided to try and message developers first). The scout mine is visible for the first 3 seconds, but it is UNTARGETABLE by you. You can see it but you cannot issue your marines or units to attack it. Your marines will attack it but only if they are not attacking another unit. All a Shipmaster has to do is make sure the enemy units are engaged before dropping the mine and the mine cannot be attacked. This works if a marine is attacking a building or another unit. It honestly seems like the radius of the scout mine and the scout mine damage is off by a power of 10 or 100.

Now let’s talk about the cost and devastation these mines can cause. The level one mine costs 25 power and 75 energy and is available at level two. I took 21 marines and engaged his army he dropped the mine in the middle of my marines. I attempted to click on it for 3 seconds and then 20 of my marines were instantly dead. 20 marines for 25 power and 75 energy. It doesn’t matter if there is counter play to this (there isn’t) because that is too much destruction for the cost. There is no risk reward for the Shipmaster. It does not matter if you have detection because YOU cannot target the mines only unengaged marines can. The AI will not not have your marines attack the mines unless they are already unengaged. If he misses with the mine he gets another relatively free try in 90 seconds. 19x150= 2850 supplies can be lost in less than 3 seconds for 25 power and 75 energy.

Now lets talk about what it does to bases. You can drop the scout mine in the middle of a base meaning that you can’t click on it manually, but hey that doesn’t matter because you can’t do that anyway. A level 1 scout mine destroyed ALL my supply pads and took all the other buildings down to a sliver. Again the mines were untargetable and if my turrets were already engaged they would not target the mine. During our test all my partner had to do was make sure my turrets were engaged and there WAS NO WAY TO STOP all the buildings on my base from being destroyed except for a sliver of health on the armory. We also tested this on a bast with fortification 1 and all the supply pads died too.

Having a sniper at the every base at all times is not viable and all one has to do is make sure the sniper is engaged and the mine will not not shot. Guys you can literally destroy every supply pad on their base as soon as you get your second leader power. If you run double shipmaster YOU CAN DESTROY EVERY BUILDING ON THEIR BASE IN 2V2 WITH 2 SHIPMASTERS AS SOON AS BOTH OF YOU GET LEVEL 2 LEADER POWERS. If you make sure to take a force of 6 grunts and aggro the enemy there is no way to stop the mines.

If you have an xbox live account you can check out the videos of the mines in action. When he dropped them in the middle of my infantry to you clearly see me click on the mine and nothing happens because like i said you can not target the mine yourself. You can see the mine destroy my base with 4 turrets around it because the turrets were engaged. It is true that enengaged units will auto attack the mine though. I plan on figuring out how to poast xbox captures to youtube later if you need further proof.

We will be running this strategy in 2v2 tonight because everyone thinks it isn’t broken. I tried to message the developer and now it is time to not lose a game because this needs to be fixed.

I tried to message the developers about this but since this topic is taking off I am going to post the results of my test. You can view the video by signing into

> 2533274924073601;6:
> Ok, so, as a shipmaster main (88% of games), I have a decent amount of experience with the scout mine.
>
> While it does have devastating power should it arm, it has a 3 second arm delay. In this timeframe, it is not cloaked and can be shot at by any unit you have. If you drop a scout mine into a cluster of marines, the marines will shoot and destroy it so long as you have not commanded them to attack something else. It’s not an instant super bomb by any stretch.
>
> However, it is VERY effective against buildings. Basically, if you see a fast scout, be careful. Luckily, it doesn’t instantly destroy buildings until it hits level two, and by that time you will have turrets to shut it down.
>
> Strong if ignored? Yes. But counter-able? Also yes.

It has an apporxiamte 3 second delay once you use the power. Once it hits the ground and is targetable by your units it is more like two seconds. It does instantly destroy supply pads before level 2. Even if you had to wait until level 3 leader powers that is only 4 minutes into the game and you have a leader power that is essentially free that can destroy ALL THE SUPPLY PADS ON THE BASE. It makes all the other buildings around the base red hp. If you ran 2 Shipmasters you couldn’t even need upgraded mine.
“Basically, if you see a fast scout, be careful.” How is this counter-able? How do I “be careful”. All the Shipmaster has to do is make sure my units are engaged and then drop the mine. If i have four turrets the Shipmaster just has to make sure he can tank 4 turrets for 2 seconds. If i have a sniper at the base (I saw a suggestion to keep a sniper at your base to prevent this) all you have to make sure is that you have enough infantry to aggro the sniper for 3 seconds. Remember this leader power costs 25 power and 75 energy, basically free.

The simple fact is the cheapest item in the game has by far THE HIGHEST DPS IN THE GAME. A single level 2 scout mine does more damage to a base ANY OTHER LEADER POWER. Oh and it does the same to units too…

> 2533274806679134;3:
> Mine certainly does not cause the devastation you speak of! Why can’t I get a bug that crushes Armies in am instant.
>
> Just kidding, I like to win legit.

Your scout mine does cause that much damage. The scout mine always does the same amount of damage which is enough to blow up a supply pad at full hp.

You guys are way overblowing the scout mine’s capabilities. Those of you complaining are UNSC mains, and, as a player above said, are only seeing the positives. I have played shipmaster from the start, and I have a lot of experience at this point with all of his abilities.

Saying that the mine is untargetable is simply untrue. I have faced it and ordered units to attack it myself, even in the middle of a conflict. The timeframe for arming is 3 seconds after hitting the ground, and if it’s dropped into the center of the force you have ample time to react. If you don’t, that’s your own fault. And even if you don’t target it direcltly, you can still issue a move command for your units to change targets to the mine from their current target.

Not only that, but it doesn’t kill buildings instantly. It chunks a lot of health from them, but if you have upgraded them to the “advanced” status it won’t kill them.

The mine has high DPS because it has a small AOE and is generally pretty ineffective in engagements. It’s point damage. If your units are all clustered enough to be taken out by a single mine, you are not managing your troops well.

Furthermore, investing in scout mine early neuters Shipmaster’s late-game ability. Shipmaster is heavily reliant on teleports and hitting his level 3 cleansing beam, which 2 points into scout mine completely prevents from happening.

Should the bug where it can be dropped IN a base be patched? Definitely. But it’s damage, arm time, etc. are fine. It’s literally one of the only advantages Banished has over the UNSC right now. You just need to learn to play around it, and stop complaining.

Tl;Dr: The damage on the scout mine is fine. However, the bug with it being dropped INSIDE bases is a huge problem. Patch the base drop thing so it goes back to only being able to hit 2 buildings at a time, and is targetable by units outside of the base, and it should be fine.

> 2533274924073601;16:
> You guys are way overblowing the scout mine’s capabilities. Those of you complaining are UNSC mains, and, as a player above said, are only seeing the positives. I have played shipmaster from the start, and I have a lot of experience at this point with all of his abilities.
>
> Saying that the mine is untargetable is simply untrue. I have faced it and ordered units to attack it myself, even in the middle of a conflict. The timeframe for arming is 3 seconds after hitting the ground, and if it’s dropped into the center of the force you have ample time to react. If you don’t, that’s your own fault. And even if you don’t target it direcltly, you can still issue a move command for your units to change targets to the mine from their current target.
>
> Not only that, but it doesn’t kill buildings instantly. It chunks a lot of health from them, but if you have upgraded them to the “advanced” status it won’t kill them.
>
> The mine has high DPS because it has a small AOE and is generally pretty ineffective in engagements. It’s point damage. If your units are all clustered enough to be taken out by a single mine, you are not managing your troops well.
>
> Furthermore, investing in scout mine early neuters Shipmaster’s late-game ability. Shipmaster is heavily reliant on teleports and hitting his level 3 cleansing beam, which 2 points into scout mine completely prevents from happening.
>
> Should the bug where it can be dropped IN a base be patched? Definitely. But it’s damage, arm time, etc. are fine. It’s literally one of the only advantages Banished has over the UNSC right now. You just need to learn to play around it, and stop complaining.

Preach!

I experience the scout mine bombing for the first time last weekend. I was very confused and irritated. However, once I learned how it worked/how to counter it it’s all too easy. Build turrets that’ll shoot the mine, or have troops at your base to shoot it or the scout.

Part of RTS games is learning how to counter new strategies, and Scout Mine is counterable. Something is only overpowered when it cannot reasonably counter a strategy.

> 2533274924073601;16:
> You guys are way overblowing the scout mine’s capabilities. Those of you complaining are UNSC mains, and, as a player above said, are only seeing the positives. I have played shipmaster from the start, and I have a lot of experience at this point with all of his abilities.
>
> Saying that the mine is untargetable is simply untrue. I have faced it and ordered units to attack it myself, even in the middle of a conflict. The timeframe for arming is 3 seconds after hitting the ground, and if it’s dropped into the center of the force you have ample time to react. If you don’t, that’s your own fault. And even if you don’t target it direcltly, you can still issue a move command for your units to change targets to the mine from their current target.
>
> Not only that, but it doesn’t kill buildings instantly. It chunks a lot of health from them, but if you have upgraded them to the “advanced” status it won’t kill them.
>
> The mine has high DPS because it has a small AOE and is generally pretty ineffective in engagements. It’s point damage. If your units are all clustered enough to be taken out by a single mine, you are not managing your troops well.
>
> Furthermore, investing in scout mine early neuters Shipmaster’s late-game ability. Shipmaster is heavily reliant on teleports and hitting his level 3 cleansing beam, which 2 points into scout mine completely prevents from happening.
>
> Should the bug where it can be dropped IN a base be patched? Definitely. But it’s damage, arm time, etc. are fine. It’s literally one of the only advantages Banished has over the UNSC right now. You just need to learn to play around it, and stop complaining.
>
> Tl;Dr: The damage on the scout mine is fine. However, the bug with it being dropped INSIDE bases is a huge problem. Patch the base drop thing so it goes back to only being able to hit 2 buildings at a time, and is targetable by units outside of the base, and it should be fine.

Lol 90% of your game is with the shipmaster why wouldnt you say the scout mine is not broken, thats so funny how simple facts are hard to understand…
lvl 1 (untargettable ) scout mine can destroy 3 of my supply pads in 2 second at 3 min of the game, and a lvl 2 (untargettable) scout mine can destroy all my reactors and supply pads at 5-6 mins isnt it obvious??
on top of that it only cost 25 power and 75 supply
its not even viable in 1v1 guest what happen in 2v2? or even 3v3 lollll

all they have to do is get 2 engineers each shipmaster and send it to a base and BOOM
so please st-fu with your “overblowing” and “untrue” statement

> 2533274924073601;16:
> You guys are way overblowing the scout mine’s capabilities. Those of you complaining are UNSC mains, and, as a player above said, are only seeing the positives. I have played shipmaster from the start, and I have a lot of experience at this point with all of his abilities.
>
> Saying that the mine is untargetable is simply untrue. I have faced it and ordered units to attack it myself, even in the middle of a conflict. The timeframe for arming is 3 seconds after hitting the ground, and if it’s dropped into the center of the force you have ample time to react. If you don’t, that’s your own fault. And even if you don’t target it direcltly, you can still issue a move command for your units to change targets to the mine from their current target.
>
> Not only that, but it doesn’t kill buildings instantly. It chunks a lot of health from them, but if you have upgraded them to the “advanced” status it won’t kill them.
>
> The mine has high DPS because it has a small AOE and is generally pretty ineffective in engagements. It’s point damage. If your units are all clustered enough to be taken out by a single mine, you are not managing your troops well.
>
> Furthermore, investing in scout mine early neuters Shipmaster’s late-game ability. Shipmaster is heavily reliant on teleports and hitting his level 3 cleansing beam, which 2 points into scout mine completely prevents from happening.
>
> Should the bug where it can be dropped IN a base be patched? Definitely. But it’s damage, arm time, etc. are fine. It’s literally one of the only advantages Banished has over the UNSC right now. You just need to learn to play around it, and stop complaining.
>
> Tl;Dr: The damage on the scout mine is fine. However, the bug with it being dropped INSIDE bases is a huge problem. Patch the base drop thing so it goes back to only being able to hit 2 buildings at a time, and is targetable by units outside of the base, and it should be fine.

It does destroy buildings completely and it is untargetabke test it out or go to my profile and watch the video. It very clearly destroys ALL SUPPLY PADS I think only building that survives is armory.

> 2674682457271996;19:
> > 2533274924073601;16:
> > You guys are way overblowing the scout mine’s capabilities. Those of you complaining are UNSC mains, and, as a player above said, are only seeing the positives. I have played shipmaster from the start, and I have a lot of experience at this point with all of his abilities.
> > Saying that the mine is untargetable is simply untrue. I have faced it and ordered units to attack it myself, even in the middle of a conflict. The timeframe for arming is 3 seconds after hitting the ground, and if it’s dropped into the center of the force you have ample time to react. If you don’t, that’s your own fault. And even if you don’t target it direcltly, you can still issue a move command for your units to change targets to the mine from their current target.
> > Not only that, but it doesn’t kill buildings instantly. It chunks a lot of health from them, but if you have upgraded them to the “advanced” status it won’t kill them.
> > The mine has high DPS because it has a small AOE and is generally pretty ineffective in engagements. It’s point damage. If your units are all clustered enough to be taken out by a single mine, you are not managing your troops well.
> > Furthermore, investing in scout mine early neuters Shipmaster’s late-game ability. Shipmaster is heavily reliant on teleports and hitting his level 3 cleansing beam, which 2 points into scout mine completely prevents from happening.
> > Should the bug where it can be dropped IN a base be patched? Definitely. But it’s damage, arm time, etc. are fine. It’s literally one of the only advantages Banished has over the UNSC right now. You just need to learn to play around it, and stop complaining.
> > Tl;Dr: The damage on the scout mine is fine. However, the bug with it being dropped INSIDE bases is a huge problem. Patch the base drop thing so it goes back to only being able to hit 2 buildings at a time, and is targetable by units outside of the base, and it should be fine.
>
> It does destroy buildings completely and it is untargetabke test it out or go to my profile and watch the video. It very clearly destroys ALL SUPPLY PADS I think only building that survives is armory.

When I tested it all of the upgraded power extractors survived. But that may have been with upgraded fortifications.

I also watched your videos. I have seen my mines destroyed in the middle of a battle which is weird because you couldn’t hit them. In one clip with your infantry being destroyed it looked like you had a slight delay and im wondering if it is such a short detonation that your marines didn’t have time to change target. It was really hard to see it. But that makes a lot of sense about what you are talking about. I think the building one is because units may not be able to target things in a building since there is nothing in them normally. So I definitely have to concede that to you. I know that my mines have been targeted mid match but that must have been in an ai fight. There might be a bug that prevents units from manually targeting the mines. So that needs to be fixed. BUt other than that there is no significant problem with the mine.