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Mine Matters [message #127906] Mon, 20 December 2004 16:35 Go to previous messageGo to next message
karmai is currently offline  karmai
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CackBoy26

Now this is my kinda topic!

lmao
Mine Matters [message #128164] Tue, 21 December 2004 13:18 Go to previous messageGo to next message
Spoony_old is currently offline  Spoony_old
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CackBoy26

Now this is my kinda topic!

I apologise for posting my thoughts on mining without first consulting the legend


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Mine Matters [message #128219] Tue, 21 December 2004 16:09 Go to previous messageGo to next message
neueziel2 is currently offline  neueziel2
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$c0p3 and Hellbilly Deluxe


whiny bitching



Take it to PM and stop crapping on the thread, you two. No one cares how big or small your e-penises are.
Mine Matters [message #128514] Thu, 23 December 2004 01:53 Go to previous messageGo to next message
newcmd001 is currently offline  newcmd001
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Spoony


City Flying
GDI: both power doors, back of ref, back of WF, AGT
Nod: both power doors, back of ref, airstrip, Ob. Waste of time mining the Hand


I've seen people leaving Hand of Nod (HoN) unmined at the start of the game, and a humm-vee packed with a hotwire or two marched in and blew it up. (I've actually succeeded in killing an unmined HoN...) Many we should mine this instead of the strip? Because I hardly see APC coming to strip. Anyway, airstrip is relatively easier to defend in my experience... Comments?


Best regards,

<font color=#00FF00>[b]General Newcmd001[b]
GDI Thailand Supreme Commander</font>
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Mine Matters [message #130116] Sat, 01 January 2005 13:23 Go to previous messageGo to next message
CackBoy26 is currently offline  CackBoy26
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True you could mine the back door of the Hand, but then they can run up the ramps and jump in the windows. So you'd need 15-18 mines to keep people out, and you wouldn't be able to mine the rest of your buildings.
Mine Matters [message #130117] Sat, 01 January 2005 13:26 Go to previous messageGo to next message
flyingfox is currently offline  flyingfox
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The airstrip is easy to defend owing to it's tight space.

..unless you give a hotwire time to lay all of her proximities at the door, in which case you can't get through no matter what character. you'll need another teammate for that. a smart hotwire'll lay the proxies first..
Mine Matters [message #130168] Sat, 01 January 2005 19:04 Go to previous messageGo to next message
Spoony_old is currently offline  Spoony_old
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Mining the Hand on City Flying is a waste, you need 18 to fully mine it. City Ground, sure.

Just mine the other buildings. If you've got apaches/light tanks/whatever you're using, it's not difficult to kill a Humvee in the field.


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Mine Matters [message #130218] Sun, 02 January 2005 01:56 Go to previous messageGo to next message
Deathgod is currently offline  Deathgod
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Colonel

newcmd001

Spoony


City Flying
GDI: both power doors, back of ref, back of WF, AGT
Nod: both power doors, back of ref, airstrip, Ob. Waste of time mining the Hand


I've seen people leaving Hand of Nod (HoN) unmined at the start of the game, and a humm-vee packed with a hotwire or two marched in and blew it up. (I've actually succeeded in killing an unmined HoN...) Many we should mine this instead of the strip? Because I hardly see APC coming to strip. Anyway, airstrip is relatively easier to defend in my experience... Comments?


The Hand is disproportionately hard to defend on City, flying or ground (ground you need to still cover the front doors because they're easily reached, but it's not as bad as flying). Much of this problem stems from the fact that the obelisk has a tough time hitting people driving/walking in on the Hand side of the map. If people mine just the back, you can still jump in the window or walk in the front door with ease. It's different with the Ob/Strip because there's only one entrance so you're not using 3x as many mines as you should be to cover it. It is better to guard the building yourself than it is to waste the mines which could be better used elsewhere... this prevents people like me from walking to your base with a grenadier at the start of the game and killing the Hand.


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Mine Matters [message #146741] Wed, 30 March 2005 17:21 Go to previous messageGo to next message
blinky_182 is currently offline  blinky_182
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just to be sure...i put 6 mines per door is that too much to kill a tech\hotty?
Mine Matters [message #146764] Wed, 30 March 2005 18:41 Go to previous messageGo to next message
Jzinsky is currently offline  Jzinsky
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The HON on city flying is quite open at the back, I've seen people pretty much walk into there. Also the back of the WF needs plenty of mines too.

I think the only map you need to mine the entrances on is walls flying, and then only really bother once thier strip is down because they will try stealth rushes..


No flashy signature..
Mine Matters [message #146857] Thu, 31 March 2005 09:01 Go to previous messageGo to next message
flyingfox is currently offline  flyingfox
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It's actually easy to defend walls fly from stealth...or anything for that matter. Place mines in a line at the front, in such a way that you use minimal mines but no passage can be gotten through without hitting at least one mine. Mine the tunnel like a bitch and have a mobius guard it.

Then, have you and another character stand at either side of the entrance (inner side), with third person on in such a way that nobody can see you from the entrance way, anyone tripping the mines can be attacked and you can also catch SBH running in from the corners as you will be right there to stop them. Also have a few PICs on guard atop the entrance fortress to fend off aircraft and ground vehicles. Have a few havocs up there, too, to attack distant artillery.

Trust me, with this defense it'll take an organised team and many tanks to bypass it (provided you keep remining areas that have been tripped etc).
Mine Matters [message #146861] Thu, 31 March 2005 09:22 Go to previous messageGo to next message
Spoony_old is currently offline  Spoony_old
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wallsfly, only thing you need to mine is a line at the front, and at the TOP of both tunnel ramps. NOT inside the tunnel.

one person can then stand guard, any SBH will trip the mines, and a technician disarming can easily be seen from the top level.


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Mine Matters [message #147095] Thu, 31 March 2005 23:30 Go to previous messageGo to next message
CackBoy26 is currently offline  CackBoy26
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I see you've read Chapter 4.
Mine Matters [message #147237] Fri, 01 April 2005 18:21 Go to previous messageGo to next message
ododd is currently offline  ododd
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on cityflying, if your playing on somesort of public server, mine the back door of HOD because the noobs don't even think about the windows.

also u could just have some1 in the general vacinity...


oh ya on islands i would place one mine on each enterance through the wallls so any1 could see teh mine blow and tell that there was an sbh there, also mine bar first.


there are three types of people in the world those that can count and those that can't.
Mine Matters [message #147239] Fri, 01 April 2005 18:24 Go to previous messageGo to next message
ododd is currently offline  ododd
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flyingfox

It's actually easy to defend walls fly from stealth...or anything for that matter. Place mines in a line at the front, in such a way that you use minimal mines but no passage can be gotten through without hitting at least one mine. Mine the tunnel like a bitch and have a mobius guard it.

Then, have you and another character stand at either side of the entrance (inner side), with third person on in such a way that nobody can see you from the entrance way, anyone tripping the mines can be attacked and you can also catch SBH running in from the corners as you will be right there to stop them. Also have a few PICs on guard atop the entrance fortress to fend off aircraft and ground vehicles. Have a few havocs up there, too, to attack distant artillery.

Trust me, with this defense it'll take an organised team and many tanks to bypass it (provided you keep remining areas that have been tripped etc).


your team would definately have to be orginized to do that....and usually orginized teams aren't that large, not very many ppl left for attacking.(and what a boring game too)


there are three types of people in the world those that can count and those that can't.
Mine Matters [message #147440] Sat, 02 April 2005 20:04 Go to previous messageGo to next message
Jzinsky is currently offline  Jzinsky
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I've actually been part of this kind of tactic while half our team was away trying to destroy their base. It worked too, because when their hon died, they waited a while before trying to beacon the place. They got through with the first few, but then we got that defence together and we ended up winning through it

No flashy signature..
Mine Matters [message #147925] Mon, 04 April 2005 23:10 Go to previous messageGo to next message
splnwezel is currently offline  splnwezel
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I have a question for Hourglass.

As GDI: I usually mine the AGT with the customary 6 mines... and then 6 mines for the refinery and WF each, or 12 mines for the PP. I find that if I can't block the other team, I can at least divert them to the side where my buildings are mined. With the twelve mines I have left in the limit, you can either lay remote c4s in a line by the AGT, or lay prox mines if I decide I'd rather be in a tank than defending (which is the case more often than not), and then I know I can divert/block enemy vehicles. With AGT/PP down, I usually just overload with prox mines in the front by the AGT to keep sbhs out.

As Nod: Mine the Ob, Airstrip with 7 mines each, the Hand (front and back) with 14. If GDI can manage to get an APC as far back as the PP or Ref, you deserve to lose them anyway.

Any suggestions for improvement?


Eagles may soar, but weasels don't get sucked into Orca engines...
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Mine Matters [message #148893] Sun, 10 April 2005 18:47 Go to previous messageGo to next message
blinky_182 is currently offline  blinky_182
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Is your hourglass mining stratagy on a normal server with the normal mine limit? If so its 30.... 6 in AGT,Ref,WF and 12 in PP=30 so you do not have the extra 12 to lay your remotes or more proxies without them dissapearing.
Mine Matters [message #148952] Mon, 11 April 2005 02:33 Go to previous messageGo to next message
Spoony_old is currently offline  Spoony_old
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Only thing you need to mine on Hourglass is the AGT and Obelisk. If a vehicle gets anywhere past that... you fucking suck

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Mine Matters [message #152409] Sun, 01 May 2005 21:59 Go to previous messageGo to next message
FoxURA is currently offline  FoxURA
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There is no one 'best way' to mine any map. If your enemy is creative, your mines will be gone quick. As an example, I was on Islands as Nod. I was a SBH helping to escort another SBH with a nuke and we were backed up by 2 engineers doing demining/medic duty. They took turns demining tunnel exit mines and the only thing that forced us to pull back were not mines (which were all gone at this point), but observant infantry that spotted evidence of our acivity (vanishing mines) and acted accordingly. In otherwords, just mining alone is useless, what counts is patrolling in addition to mine laying. For example, if you mine only the perimeter of the base and have patrols to check for breaches, then you will know almost instantly when the base is compramised which in turn, greatly reduces the survival rate of any intruders.

As for APC rushes, I have found that the best defence has nothing to do with proximity mines. It has been my experience that nothing is as effective in dealing with intruders than remote C4.

There are two ways to do this should the APC survive long enough to deliver its crew (which is highly unlikely if proper scouting/reconosance measures are taken to spot the threat well outside the base).

1. Plant remote c4s in the buildings that are most likely to be hit in the area surrounding the MCT. This increases the odds of detonation with the target near by which increases the damage providing you are patient enough to let the enemy get inside the building before detonation. This stratagy requires dedicated base defenders to be truely effective and is often best used to compliment Proximity placement in ares outside of the buildings to help provide warning.

2. Use the remote c4s as offensive weapons against intruders, in close quarters there is no better weapon. For example, when intruders are in buildings, I have found it more beneficial to trade from a thousand dollar unit such as Ravisha in exchange for a simple engineer. To understand this, take into consideration the actions of an experienced rusher. They do not stand still long enough for even laser chain gunners or Mendozas to land enough hits to finish them off before the damage is done, even shotgunners and chemsprayers have trouble finding the marks. Remote C4s on the other hand have a large blast radius and only have to be remotely (no pun intended) close to get the job done. For example, I was a character unit, a Ravishaw, with a low rate of fire and I was dealing with 3 rushers mining the ob and all proxies were gone. There were several soldiers and flame throwers sending in a withering stream up bullets and flames, but it wan't killing the Hotwires fast enough. I switched to an engineer, thew in a remote c4 into the ob which was in the air above the center, and hit detonate. I then heard the satisfying *boink* along with 3 messages appearing that started with FoxURA killed... This same tactic has proven effective in every building in Nod and GDI as well as the tunnels, just outside buildings dealing with beacon defenders, and has saved many buildings from destruction by killing the enemy while leaving enough time to disarm the timed c4 on the MCT or the beacon outside a critical building.

The only downsides of the second one is that you only have two shots before having to get to a Purchase terminal and getting a reload; however, with a bit of practice, you should find your self wasting few and fewer shots, and that if you trigger to close, you will take yourself out as well.

In the end, it is not how or what you mine that really matters. It is what else you do in addition to mining that counts.
Mine Matters [message #152413] Mon, 02 May 2005 01:17 Go to previous messageGo to next message
CackBoy26 is currently offline  CackBoy26
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Quote:

There is no one 'best way' to mine any map.


BUY MY BOOK
Mine Matters [message #152430] Mon, 02 May 2005 08:32 Go to previous messageGo to next message
FoxURA is currently offline  FoxURA
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no... I will however take it for free and tear into it if you would like.
Mine Matters [message #152499] Mon, 02 May 2005 15:57 Go to previous messageGo to next message
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HELLBILLY DELUXE

y ppl hate me?

ROFL @ This guy. Smile

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Mine Matters [message #152500] Mon, 02 May 2005 16:01 Go to previous messageGo to next message
Sniper_De7 is currently offline  Sniper_De7
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Well assuming that they rushed with 4 people it would be quite hard to stop them if they entered first (5/8 remotes have to land, 6 if you repair a little after one remote goes off) So basically if you're not in the building before they are then you're fucked. Proxies at least can help stop or injure them. But even then it's easily taken care of. The *real* way of stopping any apc rush is to stop them from getting there... Beyond that mining really doesn't do a whole lot. On rushing maps mining can delay techs to killing a base.. it also helps prevent SBH nukes. If an apc rushes an obelisk and even if it is mined most likely they'll get it (unless the people who rushed were stupid). the remotes on the MCT'll kill anyone who switches from a character to tech and so you're pretty much faced to going after people first before you disarm it and that's hard to do on your own considering they can just run around the ob and return to whenever they think you're going to disarm the mines. rather the key isn't to mining but preventing, it only helps a bit to mine

Oderint, dum metuant.
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Mine Matters [message #152511] Mon, 02 May 2005 16:59 Go to previous messageGo to previous message
FoxURA is currently offline  FoxURA
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FoxURA

.

In the end, it is not how or what you mine that really matters. It is what else you do in addition to mining that counts.


I couldn't agree more.
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