test content
What is the Arc Client?
Install Arc

The Practical Use of Tric Mines/Tipler Console

paxottomanpaxottoman Member Posts: 0 Arc User
edited December 2012 in PvP Gameplay
Well here we are again...

In this video, nobody was using Voldemort. The tric bombers were using target engines/viral to deliver average of 35k per mine hits on their opponents.

We separated ourselves from the fight after one kill to see how far they would go with them 2 vs 5. Here was the results:

http://www.youtube.com/watch?v=kVKA625XUf4&feature=plcp

This is happening daily in the queues. People are getting tric bombed all the time. The sheer amount of damage done by these mines is just absurd. A lot of PvP fleets have ruled out the use of buffed tricobalt mines from their premades.

This is a practical video of what happens in the queues. Acknowledge there being something wrong with the picture, or you can continue to call this whatever you want to call it. The guys dropping the mines by no means were a PvP Fleet, they really aren't learning anything from being a 1 'tric' pony. So in the interest of maintaining some kind of fairness for those that are the majority in this video, I suggest a thorough review and recommend a 75% reduction in damage to the tricobalt mines.

A) They disable, its potently good enough when spec'd into decompiler
B) They deploy 2 or more with each dispersal pattern
C) 10k per mine with AOE explosions (the only mine that does it), doesn't gimp it. 3 mines 30k damage to target is not bad. And AOE to anything near the target, still potent, and AOE friendly

Just imagine if Turkish RP Heroes ran tricobalt mines on everyone. The raging and ranting would be immense. Our trics would hit on average around 50k+ per mine hit. These German Snake Division guys hit at 35k per mine. I am not saying there is no counter, but there is an overwhelming punishment dealt by these mines to people who even try their best to stop them.

The group in this video employed TBR, gravity well, faw. They were unsuccessful for the most part, and worst of all they out numbered their opponents 5 to 2.

They managed to kill the Apophis guy around 4 times during the video before we had enough of watching it. The guy in the time ship, despite fighting 5v1 (I know it's possible without tipler console) held out almost exclusively due to the tipler console. A crutch in essence is in effect for those that use that console. Not to bash on anyone, but 9th Snake Division is a PvE fleet, they blew up cubes with trics now are doing this in the queues.

Just because STFS were too hard for some, I don't think tricobalts should of been an easy solution for them to get their STF fix. The implications of that decision are in this video.

Some of you may advocate the use of trics being ok, the torpedos sure. In fact they have a self damage deal that is reasonable. These tric mines should AT LEAST damage their own upon AOE explosions as well just like their torpedo counterpart.

I'll conclude by saying that 3 of our Turkish RP Heroe guys played against 5 Klingons. Winning short handed is possible, but difficult. We did not use tricobalt mines, the result was 15-9. We're a PvP hardened fleet, the Snake Division isn't, and they showed great ease with demonstrating the easy use of tricobalts.

Will you nerf tricobalt mines and tipler console?
Turkish RP Heroes
[SIGPIC][/SIGPIC]
Post edited by paxottoman on
«13

Comments

  • thishorizonthishorizon Member Posts: 1,158
    edited November 2012
    easy fix:

    don't use the damn tric mines.
  • ussenterpisezussenterpisez Member Posts: 163 Arc User
    edited November 2012
    paxottoman wrote: »
    Well here we are again...

    In this video, nobody was using Voldemort. The tric bombers were using target engines/viral to deliver average of 35k per mine hits on their opponents.

    We separated ourselves from the fight after one kill to see how far they would go with them 2 vs 5. Here was the results:

    http://www.youtube.com/watch?v=kVKA625XUf4&feature=plcp

    This is happening daily in the queues. People are getting tric bombed all the time. The sheer amount of damage done by these mines is just absurd. A lot of PvP fleets have ruled out the use of buffed tricobalt mines from their premades.

    This is a practical video of what happens in the queues. Acknowledge there being something wrong with the picture, or you can continue to call this whatever you want to call it. The guys dropping the mines by no means were a PvP Fleet, they really aren't learning anything from being a 1 'tric' pony. So in the interest of maintaining some kind of fairness for those that are the majority in this video, I suggest a thorough review and recommend a 75% reduction in damage to the tricobalt mines.

    A) They disable, its potently good enough when spec'd into decompiler
    B) They deploy 2 or more with each dispersal pattern
    C) 10k per mine with AOE explosions (the only mine that does it), doesn't gimp it. 3 mines 30k damage to target is not bad. And AOE to anything near the target, still potent, and AOE friendly

    Just imagine if Turkish RP Heroes ran tricobalt mines on everyone. The raging and ranting would be immense. Our trics would hit on average around 50k+ per mine hit. These German Snake Division guys hit at 35k per mine. I am not saying there is no counter, but there is an overwhelming punishment dealt by these mines to people who even try their best to stop them.

    The group in this video employed TBR, gravity well, faw. They were unsuccessful for the most part, and worst of all they out numbered their opponents 5 to 2.

    They managed to kill the Apophis guy around 4 times during the video before we had enough of watching it. The guy in the time ship, despite fighting 5v1 (I know it's possible without tipler console) held out almost exclusively due to the tipler console. A crutch in essence is in effect for those that use that console. Not to bash on anyone, but 9th Snake Division is a PvE fleet, they blew up cubes with trics now are doing this in the queues.

    Just because STFS were too hard for some, I don't think tricobalts should of been an easy solution for them to get their STF fix. The implications of that decision are in this video.

    Some of you may advocate the use of trics being ok, the torpedos sure. In fact they have a self damage deal that is reasonable. These tric mines should AT LEAST damage their own upon AOE explosions as well just like their torpedo counterpart.

    I'll conclude by saying that 3 of our Turkish RP Heroe guys played against 5 Klingons. Winning short handed is possible, but difficult. We did not use tricobalt mines, the result was 15-9. We're a PvP hardened fleet, the Snake Division isn't, and they showed great ease with demonstrating the easy use of tricobalts.

    Hmmm, consider this a Facebook "LIKE" :P
    [SIGPIC][/SIGPIC]
  • tfomegatfomega Member Posts: 812 Arc User
    edited November 2012
    Agreed..... Cryptic, they are NOT fun to play against in PvP!!!!!!!!!!!!!!!!!!!

    I AM NOT A FAN OF PWE!!!!
    MEMBER SINCE JANUARY 2010
  • emoejoeemoejoe Member Posts: 229 Arc User
    edited November 2012
    ridiculous that torpedoes are so weak, easily shot down, and inflict damage on the shooter. this situation is a micro analogy of the entire state of STO. epic fail, nerfs combined with senseless boosts result in a completely un fun, **** game experience for everyone.

    --call me when u bring back big pvp, u *******
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited November 2012
    I want to support different builds and ideas and ways of dealing damage and stuff... but I'll be damned if it isn't the most annoying thing in the world to see a 'scort that does nothing but lay mines and toss out a half-assed frontal alpha every so often. All he really loses for this huge pressure potential is what, a turret.

    Make a major balance pass if possible, otherwise at least bar them from being equipped on escorts and I'll rest contented.

    EDIT: http://www.youtube.com/watch?v=EQUPsMxkTts <--- Moar footage of what tric mines are like in practice
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • redrickyredricky Member Posts: 1,004 Arc User
    edited November 2012
    You know we've been hearing that there absotively posolutely can't be a separate mechanic for PvE and PvP, but with S7 I've been running around on the ground a bit for the first time in ages. To give you an idea, two of my toons had like mk VI kits on.

    Anyway, I'm seeing stuff that says "8 sec stun (half duration v. player)" on some of the ground stuff.

    So clearly it's possible to have a double standard. Given the obvious nature of inflated NPC HP it's pretty easily justifiable that trics would do 1/4 damage against a player.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • mimey2mimey2 Member Posts: 0 Arc User
    edited November 2012
    paxottoman wrote: »
    The guys dropping the mines by no means were a PvP Fleet, they really aren't learning anything from being a 1 'tric' pony.

    Bwahaha! Ok, that was honestly really good actually. Oh man, that was way more funny than you probably intended.



    Alrighty, that aside, I won't deny at all the potency of tric mines. That said, the problem with them isn't the damage, or AoE effect, or disable, it's the fact that you can use Dispersal patterns with them. In the past, you could only ever lay one tric mine (probably to prevent the very issues we're having now) at a time. With the mine revamp, that was changed.

    I feel the best solution would just be to remove them being used with Dispersal patterns, and most of this might disappear over night, because the real danger, I feel, comes from people using dispersal patterns on trics.

    Regardless, if they took a hit, I wouldn't like it, but I could certainly understand it.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited November 2012
    So... anybody Tric or Treat with the new PWO that can reduce the CD on mines?
  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    tric me once, shame on you. tric me twice, shame on me?
  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited November 2012
    You got to be triccing me.


    "Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

    Support the "Armored Unicorn" vehicle initiative today!

    Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
  • jellico1jellico1 Member Posts: 2,719
    edited November 2012
    These mines should not be I'n pve either
    Npcs can't counter them

    They are a excelled tool to further destroy pvp
    Perhaps that's what is intended ?
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited November 2012
    Playing the devil's advocate:

    1) a tric mine takes effort to lay properly, not to mention takes 2 skill slots away due to the additional disable skill needed to set it up.
    2) Long cooldown.
    3) Mines can be destroyed or countered.

    Trics doing a hell load of damage makes sense. Don't nerf things just because its not a quantum.


    "Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

    Support the "Armored Unicorn" vehicle initiative today!

    Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
  • mimey2mimey2 Member Posts: 0 Arc User
    edited November 2012
    So... anybody Tric or Treat with the new PWO that can reduce the CD on mines?

    I have a friend who was itching for the new pack and bought three blues already. Started using them, and found that while they can help, even if all three proc, you'll still have at least a 30 second cooldown roughly on tric mines.

    From what I can gather, they can be useful to make equipping only one tric mine, instead of two. Along with really helping quicker reloading mines, can anybody say mega-Chroniton mine spam?

    Besides, even with tac initiative, still gotta wait on mine abilities to reset regardless.

    The only real 'abuse' I can think of outta the new PWO doff is that there could be a bit of a bug/exploit that would, when you use another mine, make the DOFF proc reduce the CDs of both mines. If that happens, then yeah, could be nasty potentially, but at least mine abilities would still balance it out somewhat.

    But silly PvPers, trics are for kids!

    (Are we really going to make this go the way of the Gorn?)
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited November 2012
    What I'm seeing in this thread is the fact that people are blaiming the Tricobalt Mines by themselves. And not the known issue that, if you watch the video closely, can see is Dispersal Pattern Beta and Tric mines.

    That added with the Tipler Console can be even worse then just the simple Tricobalt Mine by it's self.

    TRicobalt Mines before the change and introduction of the bug, were fine. I don't recall seeing them getting kills as often.

    So please, stop trying to get Tricobalt Mines nerfed when they alone are not the cause of such much grief. :rolleyes:
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited November 2012
    I pretty much agree with tric mines + DPB being rather much. After being disabled by either Tipler Cylinder or Warp Plasma (Tough to see them), being blasted to bits in effectively one volley is a bit much. And, if I'm not mistaken, they can be tac-buffed too, making them even more difficult to deal with.

    I do acknowledge that AoE can deal with them to some degree, but AoE cannot be up all the time. Therefore, I believe that the following steps would be nice:

    1. Check for the multi-crit bug. I'm not sure if this is still present, but there was this bug/feature where if one tric mine critted, all the others would too. If it is still there, remove it.

    2. When we use HYT, each torpedo in the salvo of 4 does less damage than a single normal torpedo. Such a damage reduction on the use of dispersal patterns, just enough to nerf them slightly, would go a long way to helping us deal with multiple mines.

    3. In the case of Tipler Cylinder, the mines launched should not arm themselves while within the time stop. If they do not as it is, maybe the Cylinder's effect could reset the arming timer on mines? If they are already armed, the time-stop would switch your own team's mines into offline mode, forcing them to have to rearm.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited November 2012
    mimey2 wrote: »
    The only real 'abuse' I can think of outta the new PWO doff is that there could be a bit of a bug/exploit that would, when you use another mine, make the DOFF proc reduce the CDs of both mines. If that happens, then yeah, could be nasty potentially, but at least mine abilities would still balance it out somewhat.

    PWO works that way, why wouldn't PWO-M work that way?

    Say you're sporting Trans and Plas Torps. You fire the Trans. You fire the Plas next. The PWO from the Plas can reduce the recharge for both the Trans and the Plas. You fire another Trans. That PWO can reduce the recharge for the Trans and the Plas as well.

    As for the DPB...break out some AtB.

    The thing you'd have to watch out for is the 12s triggered CD caused by one launcher on another. Given the PWO-Ms, you'd likely not be bothered with the individual CDs on the non-Tric mines - but you're still going to be looking at that 12s triggered CD on a secondary. If you paired the Tric with Photon (15s) or Plasma (16s) - the PWO-M dropping the individual CD down... you could "spam" them to reduce the time to DPB the Trics (again, you're running AtB for the DPB)...

    ...it's almost worth breaking out a spreadsheet to see what the theoretical speed of dropping out DPB'd Trics could be when paired with another launcher.

    I might later... it's not a 4 AM sort of thing though, lol.
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    What's even more disturbing is the "tric"kling of data from the new viral doffs in practical use. I had a viral matrix on me for nearly 40%+ time of a match tonight using the new doffs.

    I said they would be OP. They said upon release their proc rate on whites be 5%, greens 10%, blues 15% and purples 20%. They doubled the proc rate despite the staunch opposition to their launch.

    In junction with SN Doffs, tric mines, and the viral doffs you have yourself the most over powering build you can ask for without needing hardly any team support.

    FYI You can stack up to 3 Viral Doffs.

    TRH will be producing another video for you all to see this in action.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • havamhavam Member Posts: 1,735 Arc User
    edited November 2012
    mimey2 wrote: »
    Bwahaha! Ok, that was honestly really good actually. Oh man, that was way more funny than you probably intended.



    Alrighty, that aside, I won't deny at all the potency of tric mines. That said, the problem with them isn't the damage, or AoE effect, or disable, it's the fact that you can use Dispersal patterns with them. In the past, you could only ever lay one tric mine (probably to prevent the very issues we're having now) at a time. With the mine revamp, that was changed.

    I feel the best solution would just be to remove them being used with Dispersal patterns, and most of this might disappear over night, because the real danger, I feel, comes from people using dispersal patterns on trics.

    Regardless, if they took a hit, I wouldn't like it, but I could certainly understand it.

    This ^^^ all the other stuff .....neh
    Here is a non video of a pre-made fleeeeeet using a 2xesocrts, 2xi ships and a 1xcarrier, all have danooobe pets and DHC, nerf DHC please, thanks.
  • diogene0diogene0 Member Posts: 0 Arc User
    edited November 2012
    easy fix:

    don't use the damn tric mines.

    Another easy fix: use them and get a copy of TBRs in your team. :P
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited November 2012
    Tractor Beam Repulsors are the easiest way to deal with mines. They even target mines which your ship's sensors haven't located yet.

    The only real problem I see here is the use of tricobalts in conjunction with the tipler console. Without this console tricobalt mines are perfectly fine and there are enough ways to avoid or getting rid of them.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    webdeath wrote: »
    What I'm seeing in this thread is the fact that people are blaiming the Tricobalt Mines by themselves. And not the known issue that, if you watch the video closely, can see is Dispersal Pattern Beta and Tric mines.

    That added with the Tipler Console can be even worse then just the simple Tricobalt Mine by it's self.

    TRicobalt Mines before the change and introduction of the bug, were fine. I don't recall seeing them getting kills as often.

    So please, stop trying to get Tricobalt Mines nerfed when they alone are not the cause of such much grief. :rolleyes:

    Exactly. Its the bug associared with dispersal patterns that if one crits they all crit

    A single tricobalt mine is a defendable attack, even a crit most times.

    I think those whom keep complaining about how bad the Tric mine "are" in combat know that DpB is to blaim instead but following thier own goals they ignore it.

    Seperate Trics from Dispersal patterns and the problem goes away.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited November 2012
    And now to sound like a salesman...

    Tricobalt Mines got you down?

    Can't keep your AOE's up to keep them down?

    Have no fear! Auxilery to Battery x 2 + 3 Technician Duty officers are right for you!

    Behold as all your Bridge officer powers become Global Cool down!

    Eject Warp Plasma fading too fast? No problem! With the Aux 2 Bat combo, it never disappears!

    So hurry while supplies are going fast! :D
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    webdeath wrote: »
    And now to sound like a salesman...

    Tricobalt Mines got you down?

    Can't keep your AOE's up to keep them down?

    Have no fear! Auxilery to Battery x 2 + 3 Technician Duty officers are right for you!

    Behold as all your Bridge officer powers become Global Cool down!

    Eject Warp Plasma fading too fast? No problem! With the Aux 2 Bat combo, it never disappears!

    So hurry while supplies are going fast! :D

    I have a twinATB build I greatly enjoy. Its a quick build but hardly inbalanced or invulnerable.

    Are some begining to cry about them too?

    Pity STO, through poor balancing and a history of neglect for PvP, sound like it is turning the game into an enviroment that dislikes new ideas.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited November 2012
    They'll cry about anything that's not DHCs and Q torps, and then also cry how cruisers are indestructible and escorts kill everything including cruisers.

    Oh snap.

    PS: Klingons not having a real science vessel is a legit concern. As is Feds not having battle cloak. Which is pretty funny cos on Fed side we find SVs the middle child in our ships of the line, and Klinks bemoan how squishy and useless their BoPs (and cloak in general) are. Perhaps a trade is in order! :P


    "Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

    Support the "Armored Unicorn" vehicle initiative today!

    Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
  • thishorizonthishorizon Member Posts: 1,158
    edited November 2012
    diogene0 wrote: »
    Another easy fix: use them and get a copy of TBRs in your team. :P

    get a specific power in a pug team? na. thats not going to happen. even when critz runs a full team thats rarely something we see as part of a real gameplan, because its a counter to a specific piece of overpowered cheese right now. we would rather work on better CC choices that lend to our kill cycle. (pushing people away and out of our escort's firing arcs is not good CC)

    have fun kill bad guys
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited November 2012
    webdeath wrote: »
    3 Technician Duty officers are right for you!

    Have you seen the price of Techs lately?

    750-800k for a Blue.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited November 2012
    Have you seen the price of Techs lately?

    750-800k for a Blue.

    That's why it's worth critting Support B'Tran; you get a purple technician there.
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    I like the ingenious responses and counters being offered for these tricobalts. However, their effectiveness is often shadowed by their damage. They're sudden struck bolts of lightning that destroy a team mate, thus weakening the counter measures to combat trics.

    Did I say combat trics? Instead of combat players? Yup. LoL people would be more fetched on fighting tricobalts with a lot more emphasis on counter those than their opponents ability to say throw in virals? warp plasma of their own? gravity wells of their own? target engines? graviton pulse? LoL let's not all forget all the other fancy stuff the other guys can do too...
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited November 2012
    bitemepwe wrote: »
    Exactly. Its the bug associared with dispersal patterns that if one crits they all crit

    A single tricobalt mine is a defendable attack, even a crit most times.

    I think those whom keep complaining about how bad the Tric mine "are" in combat know that DpB is to blaim instead but following thier own goals they ignore it.

    Seperate Trics from Dispersal patterns and the problem goes away.

    Seperating Trics from Dispersal patterns would make them downright useless. A single tricobalt mine is so easily dealt with players would immediatly stop using mines again and it would be like half a year ago when only some newbies ever equipped mines on their ships.

    But I have to agree regarding the crit issue. This also affects other weapons like the Plasma DoT which can be equally deadly to low-hullpoint ships.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited November 2012
    paxottoman wrote: »
    I like the ingenious responses and counters being offered for these tricobalts. However, their effectiveness is often shadowed by their damage. They're sudden struck bolts of lightning that destroy a team mate, thus weakening the counter measures to combat trics.

    Did I say combat trics? Instead of combat players? Yup. LoL people would be more fetched on fighting tricobalts with a lot more emphasis on counter those than their opponents ability to say throw in virals? warp plasma of their own? gravity wells of their own? target engines? graviton pulse? LoL let's not all forget all the other fancy stuff the other guys can do too...

    :rolleyes: Your all on a bandwagon to nerf Tricobalt Mines. When up until the change to Dispersal Pattern Beta, Tricobalt Mines were not a threat. Take away Dispersal Pattern Beta, and they are still not a threat like they are now. The problem is NOT the Tricobalt Mines. The problem is when this happens..

    Player A Equips Tricobalt Mines on his ship, then Activates a Dispersal Pattern Beta 1, 2, or 3 (3 being the worst culperate)
    Player A then Deploys his 2,3 or 4 Tricobalt Mines all at once.

    One of those Tricobalt Mines then not only hits, but CRITS..that means the remaining Tricobalt Mines will AUTOMATICALLY CRIT.

    The usual counters still work vs Mines of any Kind:
    Tractor Beam Repulsors
    Beam Target Subsystem: Weapons
    Phaser Proc vs Weapons
    Eject Warp Plasma
    Gravity Well
    Tyken's Rift
    Cannon: Scatter Volley
    Torpedo: Spread
    Beam: Fire At Will
    Deploying your own Mines.
    Deploying Pets
    Photonic Fleet
    Photonic Shockwave
    Scramble Sensors
    Anti-matter Spread
    <Insert other Console that causes AOE effects>


    Those above are your defenses/counters vs a single Tricobalt Mine. Even Multiples. It also helps to Identify which player(s) are using the actual Mine Pattern, and which ones are not. The ones with the Pattern are the MORE DANGEROUS Foe. And if the entire team is using them, then break out your counters.

    If your in a Pug, and you witness this happening, Inform the pug what they should use. Let them know what is going on. Tell them how to counter the mines and they will slowly become less of a threat.

    Continue on this parade to Nerf Tricobalt Mines how ever, and your just going to cause more agrovation because again, and finally, it is not the Mine that is the probelm, but the Coding around how objects and effects like it Critical Hit. :cool:
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
Sign In or Register to comment.