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    Mine Layer

    I thought it was an awesome weapon in UT2004. You could stake off areas in capture the flag/VCTF ,Onslaught with standard (remote detonation) as well as spider mines where you would sit back and be entertained. It was a great defensive weapon. The alt fire on this weapon was cool too. I would really like to see it in the next Unreal Tournament. Would be an absolute shame if it wasn't


    MINE LAYER

    OK, the Mine Layer is the first weapon that was completely new to UT2004. It’s a weird orange gun with a large, disk-shaped barrel. It launches spider mines that chase down and jump on, then blow up anyone foolish enough to trespass on your land, or whichever spot you choose to claim for your own.

    The Mine Layer is primarily a defense weapon, what with using mines and all, but it can be used offensively with surprising success. It is best used against heavy vehicles, but it works well against players on foot, too. Also, the Secondary Fire Mode of this weapon is a special function, so it has no statistics of its own. For that same reason I will only give tactics when both modes are used together. Also for that reason, the tactics section will be longer than normal, since it incorporates both firing modes.

    Mine Layer – Primary Fire Mode

    Primary fire launches a spider mine in a short flat arc. The mine will immediately detonate if it impacts an enemy or the side of a vehicle (including friendly vehicles) before it lands and activates. Once active, it will keep its current position until an enemy vehicle or foot soldier comes too close, at which point it will chase the soldier/vehicle, jump on him/it and explode. Up to 8 spider mines can be in the field at a time and the total number currently in the field is shown in the lower right corner.

    Spider mines will detonate (but not deal any damage) if you are killed, or if you throw the Mine Layer. Also, spider mines can be destroyed by gunfire and will again deal no damage. Other than that, spider mines have no fuse, so they will live as long as you do, even if you switch away from the Mine Layer (but not throw it away). Also, although a spider mine is a homing projectile, it’s method of operation makes it impossible to apply a “turning curve” to it.

    Damage vs. People: 50*
    Damage vs. Vehicles: 140
    Rate of Fire: 1/1s Ammo per Shot: 1
    Max. Ammo: 25 in stock | 8 active
    Charge Time: N/A
    Special Features: projectile; knockback; homing; detonates against players and vehicles and upon operator death or weapon loss; unlimited fuse; can be shot down; affected by gravity; mobile; turning curve inapplicable; team-safe**; splash damage

    *This is a splash damage estimate. I found no way to get positive results from play-testing the damage vs. people. If anyone has been able to measure it, please, drop me a line. **The mines will land safely on the roofs of vehicles, but if they hit the sides before they activate, they will explode. Also, mines exploding in general will hurt team mates.

    Mine Layer – Secondary Fire Mode

    This is not a Fire Mode at all, but rather a utility. It projects a visible red beam, highlighting a point on the map and ordering all of the spider mines you have on the field to move towards that point (thus “mobile”). While moving, spider mines will climb over hills and jump over low obstacles. While on the way, they can be given orders to move elsewhere and they will drop what they were doing and move to the new point. While moving, spider mines will not attack the enemy before they reach their destination. They will not detonate even if an enemy player or vehicle were to move directly over them.
    Tactics

    Well, since they’re mines, their primary function is to defend an area. If you’re trying to defend a chokepoint, try to spread the mines evenly and avoid moving them unnecessarily, since they’ll bunch up. Alternatively, you can purposely bunch them up to aim for bigger targets if the space is not too wide – you don’t want to leave holes in your minefield, now do you? Always be alert and keep your Mine Layer out, since you need to replace exploded mines.

    Faster vehicles may pass through the minefield with some damage and people on foot will waste a lot of mines (they’re not good against people), so keep that in mind. It’s sometimes better to switch to another weapon and kill attackers on foot, rather than waste the mines. If heavy vehicles with long-range weapons approach, send the mines towards the vehicles (in their path, not directly under them) and hide. Once your mines start blowing up (shows in the lower-right hand corner of the screen) lay more at your feet and send them out too. Don’t break cover until it’s safe or you’re forced to.

    The same goes for defending your power core, since the enemy usually has to get through a chokepoint to reach it. If you’re defending a Power Node, then chances are you’ll be defending an open spot. Mines have a short range, so lay them beneath the Node and slightly in front. This time around, try to be away from the battle. Don’t even approach to lay your mines. Find a good place to hide with clear visibility of the Node, lay your mines there and send them. Concentrate on protecting the immediate vicinity of the Node leave your team-mates should do the rest. Finally, you can use the Mine Layer as a very potent attack weapon. However, you CANNOT do it alone. Lead a swarm of spider mines with, or a little in front of (depending on the situation) an attacking force. 2 guys in a vehicle will do. Try to keep your team-mates from being swarmed and concentrate on what’s attacking them, and they’ll handle the rest.

    Another interesting thing you can do is cover a flat-topped vehicle with spider mines (launch them on top, not the sides) and drive it into the action. That way you have a vehicle that will defend itself at close range. All that aside, the most important thing is that you stay alive as long as possible, since the spider mines can’t work when you’re dead. Also, I found out that you can stick Grenades Launcher bombs on spider mines for extra kick. However, bombs slow down the mines by a percentage, so you could end up with a spider mine that is literally “crawling”.
    Last edited by d33p_Sky; 11-16-2015, 05:05 PM. Reason: forgot something

    #2
    I would like to see this weapon return as an actual weapon not just a deployable.. I would like to see it as a timed single pickup weapon so there is not anywhere near as much mine spam. It is pretty fun, and pubtastic, to load up a manta with mines, fly over a node or busy area and watch laughing as the mines drop off the manta and attack people. Its a cheap and mostly non skill weapon but it provides humor and variety to the game, something that was missing from UT3.
    DANG YOU UT2K4 KIDS! GET OFF MY LAWN!

    Comment


      #3
      It is in interesintg weapon but I prefer the deployable version. Not sure what game type this weapon can be in. (V)CTF doesn't fit very well. Onslaught could be okay. I would say Assault would be cool with it or any other game objective depending game mode.

      PS: TKBS is currently working on a port for UT3.
      PPS: I did a fully not-published port several years ago for UT3 but there was a problem with my code causing a crash without any evidence.
      ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
      ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

      Comment


        #4
        One of my favorite little mods for UT2004 was when someone combined the translocator with a spider mine so when you entered camera mode you could run the translocator around the map. It could go up walls / along ceilings, jump, detonate instead of teleport if alt fired while in camera mode, and there was even a setting that allowed for it to drive / pickup and use weapons which was hilarious.

        Had so much fun with setting the health and damage of the trans-spider and using it as a super sneaky bomb, especially when attached some grenades to it though you couldn't really place all 8 mines to it since it would go 0.1 feet an hour and jump 2 mm off the ground.

        Comment


          #5
          Originally posted by RattleSN4K3 View Post
          PS: TKBS is currently working on a port for UT3.
          working version of the mine layer, but as a timed pickup, we made for UT3 in 2009: https://forums.epicgames.com/threads...ight=lightning

          we made the spiders bigger and team colored, more like 2k4, in that mod. IMO the stock small black spiders in the overly dark environments of UT3 were sometimes hard to see so it was one thing we aimed to change..
          Last edited by sanch3z; 06-24-2014, 10:50 PM.
          DANG YOU UT2K4 KIDS! GET OFF MY LAWN!

          Comment


            #6
            I prefer a deployable version as well. Except for the fact that you can't switch out of deployables to use weapons in UT3, that was very annoying.
            Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
            My website, listing all my Unreal series mods and mutators

            Comment


              #7
              Originally posted by SergeDavid View Post
              One of my favorite little mods for UT2004 was when someone combined the translocator with a spider mine so when you entered camera mode you could run the translocator around the map. It could go up walls / along ceilings, jump, detonate instead of teleport if alt fired while in camera mode, and there was even a setting that allowed for it to drive / pickup and use weapons which was hilarious.

              Had so much fun with setting the health and damage of the trans-spider and using it as a super sneaky bomb, especially when attached some grenades to it though you couldn't really place all 8 mines to it since it would go 0.1 feet an hour and jump 2 mm off the ground.
              Man that does sound really sneaky. Ive never tried that mod. Probably would be real useful for taking out Sentinels.

              Comment


                #8
                If you do a deployable version, please ensure the spider mine trap can be destroyed by other means than luring out all spiders and destroying them individually.
                <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
                <TNSe> nono
                <TNSe> its always funny to find code a week later you dont even remember writing
                <Pfhoenix> what's worse is when you have a Star Wars moment
                <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
                <@Mych|Lockdown> ...and the award for the most creative spelling of "Jailbreak" goes to ... "Gandis Jealbrake Server"

                Comment


                  #9
                  Nevermind on the tile thing now that I think about it.
                  Last edited by d33p_Sky; 02-03-2015, 08:18 PM.

                  Comment


                    #10
                    I'll admit, the Mine Layer was a fun gun to use... When I used it. The deployable never caught the true spirit of the gun, because that did all the work for you and turned the Spider Mines from these awesome minions to guard your nodes to a free source of kills. Free kills don't really speak "fun" to me.

                    The Mine Layer had strategy. The deployable was "place-it-and-forget-it." The true spirit of UT is fun with strategy, not automation. Sure, mines in their own IS automation, but the Mine Layer, you had to replace them after they were used.
                    Change for the worse, and you regret every moment.
                    Change for the better, and you can't live without it.
                    Having the will to embrace change is the real challenge.
                    --Captain Crit

                    Comment


                      #11
                      Originally posted by Captain Crit View Post
                      I'll admit, the Mine Layer was a fun gun to use... When I used it. The deployable never caught the true spirit of the gun, because that did all the work for you and turned the Spider Mines from these awesome minions to guard your nodes to a free source of kills. Free kills don't really speak "fun" to me.

                      The Mine Layer had strategy. The deployable was "place-it-and-forget-it." The true spirit of UT is fun with strategy, not automation. Sure, mines in their own IS automation, but the Mine Layer, you had to replace them after they were used.
                      Thank You!, and I agree totally.

                      Comment


                        #12
                        Originally posted by s2ta View Post
                        I thought it was an awesome weapon in UT2004. You could stake off areas in capture the flag/VCTF ,Onslaught with spider mines and sit back and be entertained. It was a great defensive weapon. The alt fire on this weapon was cool too. I would really like to see it in the next Unreal Tournament. Would be an absolute shame if it wasn't
                        +1

                        I loved the spiders in UT2004, hated them with a passion in UT3

                        Why?

                        Because in UT2004, to get the most out of them, you could steer them towards your target, which is better and more interactive than a set and forget weapon

                        Originally posted by Wormbo View Post
                        If you do a deployable version, please ensure the spider mine trap can be destroyed by other means than luring out all spiders and destroying them individually.
                        There has to be a way to destroy the mine nest or better still, take them over and have them work for you :-)

                        What about being able to load them onto an artillery shell and mortar them into enemy territory?

                        Comment


                          #13
                          As much as I love spider mines lets not forget the standard mines that you could remotely detonate were super cool as well. Probably my favorite tactical weapon for guarding a flag in CTF/VCTF/ONS. Forgot to mention.. you could charge the spiders with link gun to make them bigger and direct them with a laser beam...... really cool weapon.
                          Last edited by d33p_Sky; 11-16-2015, 05:09 PM.

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