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Landmines...uh...ok...[message #157102] Thu, 13 September 2007 00:31 Go to next message
damsgard is currently offline damsgard

 
Messages:63
Registered:September 2007
Location: Norway
If you got them, you should be able to use them, but what is the point when militia, civillians and even your own mercs keep crossing them and getting scattered all over the erea... Whats the point with them? Tried to use them once against bloodcats, but for some reason they ran around and avoided them... why... why?????


one thing is that the enemy uses them against you, ok by me, it is war allright. But hey, how abaout the other way around?

[Updated on: Thu, 13 September 2007 00:41] by Moderator

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Corporal
Re: Landmines...uh...ok...[message #157126] Thu, 13 September 2007 01:44 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Right. This is a bug I beleive. Civs and militia should avoid them. But they don't. So it's best to only use them in places where there isn't any militia or civs. Like setting up ambushes in forest area's and such.


Edit: You can flag them with a blue flag. But I am not sure if the enemy acyually see's the blue flag or not. I have not messed with mines in a while to remember.

[Updated on: Thu, 13 September 2007 01:45] by Moderator

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Sergeant Major

Re: Landmines...uh...ok...[message #157134] Thu, 13 September 2007 02:00 Go to previous messageGo to next message
damsgard is currently offline damsgard

 
Messages:63
Registered:September 2007
Location: Norway
blue flags, yes them, infact thats the problem, it seems like even my mercs dont avoid them, well the enemy they do. At least that what happened in my old plain JA2. Have not botered to try in 1.13, mayhap it has changed, hope so...

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Corporal
Re: Landmines...uh...ok...[message #157188] Thu, 13 September 2007 10:45 Go to previous messageGo to next message
Wounded Ronin is currently offline Wounded Ronin

 
Messages:75
Registered:August 2006
The landmines are strange probably because people mostly don't use them and they don't get debugged. I was playing MM's version of 1.13 today and at the Bloodcat arena in Meduna both bloodcats and enemy soldiers ran over the mines and triggered them. However, I remember in earlier releases they actually avoided the mines.

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Corporal
Re: Landmines...uh...ok...[message #157232] Thu, 13 September 2007 16:31 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
Player-placed mines used to always make the game crash (going back to early JA2 releases fro SirTech) so I always have avoided them.

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First Sergeant

Re: Landmines...uh...ok...[message #157366] Fri, 14 September 2007 01:05 Go to previous messageGo to next message
damsgard is currently offline damsgard

 
Messages:63
Registered:September 2007
Location: Norway
Then it should be no point having them avaiable at BR or to find scattered around to be used? Like in the strongbox at the samsite near Drassen, where the first few is obtained...
If they r useless, should either somebody modify them to become more true working or just toss them out of the game... Still one thing is to step on them or disarming them, but then again they should work the other way around. Ive tried MFM, but still sometimes my mercs make it their objective to step onto the mines when running... stupid mercs...

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Corporal
Re: Landmines...uh...ok...[message #157374] Fri, 14 September 2007 01:32 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Mines are not useless if you use them as I said. Plus there good for training purposes.

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Sergeant Major

Re: Landmines...uh...ok...[message #157520] Fri, 14 September 2007 21:16 Go to previous messageGo to next message
damsgard is currently offline damsgard

 
Messages:63
Registered:September 2007
Location: Norway
ok then, maybe Ill try them again, thanks for the tip...

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Corporal
Re: Landmines...uh...ok...[message #158343] Thu, 20 September 2007 02:09 Go to previous messageGo to next message
Finsdale is currently offline Finsdale

 
Messages:32
Registered:July 2006
Location: Sunny Southern California
Enemy placed mines often make my game crash. Particularly in the Meduna Airport sector.

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Private 1st Class
Re: Landmines...uh...ok...[message #162647] Thu, 25 October 2007 14:20 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Mines are very effective when used against the Hicks.
Just go into the sector during the day, place your mines in front of the doors (just keep the minelaying guy on the same tile [otherwise the Hicks may trigger them early], so more than 6 mines are not easy to place).
Withdraw using the strategical screen and then come back during the night. The Hicks are hostile and one of two things will happen (once you made your presence known): They do not notice your mine(s) and thus trigger them, or they do notice them and are unable to cross the tile (and because the mine lies in front of a door, the Hicks cannot leave the building...).
Whether or not your mines are noticed depends on the Level of the person laying the mine (mines placed by high-level mercs are harder to notice). So putting mines at the dormitory doors should be done by low-level mercs, so the Hicks stay in and cannot swarm you.
It's almost too easy that way...

The other way to use landmines is to repair fences (lay the mine(s) into the gap, then uncover them later so that the blue flag appears, and then the tile is no longer available for movement), or to channel enemies into killing zones (for this you need lots of mines, just place and uncover, so that blue flags appear. The enemy cannot cross blue-flagged minefields and goes around them [just where you wanted them], very nice for the Drassen counterattack in 1.13).

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First Sergeant

Re: Landmines...uh...ok...[message #162754] Fri, 26 October 2007 10:01 Go to previous messageGo to next message
Rass0305 is currently offline Rass0305

 
Messages:17
Registered:October 2007
I find mines pretty sweet, im using them in defending towns, my soliders are in cambria defending it and training militia, when i see an enemy unit appear right outside the city(on the strategic map), there will usually be an attack pretty soon, so i set my guys ready in the building, make minefields to the usual entry points the enemy has when attacking from the west, should the enemy be west of the sector im trying to defend. In my game ive defended each of my city sectors multiple times, so i know where i should expect the enemy to come from. Minefields work rather well for me, or serve their purpose, because i dont have enough mines, and dont have the time to go and order and get new ones from drassen all the time, i use the mines as a way to soften up the baddies, sometimes i have more luck some times i have less, but im happy even if a mine just hurts even one of them, since then he will be less effective in a fight, not having toes and all, and if they dont step on them this time you can just go and pick them up to use in the next defense.
In my opinion mines arent supposed to be a "sure thing", they are a "just in case", "hopefully" and /or a "maybe". If anyone can understand what i wrote or meant by that(lol).

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Private
Re: Landmines...uh...ok...[message #163705] Mon, 05 November 2007 16:32 Go to previous messageGo to next message
Kensuke is currently offline Kensuke

 
Messages:40
Registered:May 2007
Landmines work. When defending the Drassen SAM site early on I used the mines that were control room building. I placed both in that space between the guard shacks, and they predictably advanced through there when the fighting started. One detonated and blew an elite all to hell (and turned a nearby dead body I managed to shoot into red paste). They're not fantastic and you can't carry nearly enough, but they do work. You can dig up about a dozen of them from the central SAM site if you don't want to order them from BRs. You need a VERY good explosives guy in order to do it though. Even Barry f$#* it up occasionally.

Actually, what would be totally kick ass, would be a remote detonated claymore that throws out ball bearing crap (like a big shotgun, but with a wider spread and more pellets), but I'm getting ahead of myself...

Starwalker, regarding the Hicks: I find C4 with remote detonators to be more satisfying. Blow a hole in the dormitory. Throw some 'nades in. And then shoot the ones stupid enough to stagger out with their ears rigging. Works best at night.

- John

[Updated on: Mon, 05 November 2007 16:36] by Moderator

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Corporal
Re: Landmines...uh...ok...[message #163892] Wed, 07 November 2007 15:28 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Kensuke
Starwalker, regarding the Hicks: I find C4 with remote detonators to be more satisfying. Blow a hole in the dormitory. Throw some 'nades in. And then shoot the ones stupid enough to stagger out with their ears rigging. Works best at night.

If I would bother using C4 or other explosives, I might do that, too.

But I hardly use explosives; when I make Cambria my base of operations, usually one sector contains all my gear, one other is full of unused explosive stuff I did not bother to sell Wink

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First Sergeant

Re: Landmines...uh...ok...[message #172917] Thu, 24 January 2008 23:28 Go to previous messageGo to next message
Rednight is currently offline Rednight

 
Messages:103
Registered:April 2004
Location: United States
I have always managed pretty well with just long rifles when I have dealt with the Hicks. I save my explosives for enemy troops with good body armor.

I have had some success placing mines near holes that I have cut through fences so the enemy can't use them later.

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Sergeant
Re: Landmines...uh...ok...[message #172943] Fri, 25 January 2008 02:04 Go to previous messageGo to next message
Smedley

 
Messages:8
Registered:January 2008
Location: Germany
well,

with that - permanently new - ni-stuff im not so far in the game allready, but my stile of playing the game means to get the 3rd city around day=200, that means i have a lot of time and normally i don't allow d's army to travel the countryside. so while dealing with crepitus in a slow manner ('cause i have to bring tons of yars to that special mine - thanks to ni i can store them in timms-gear) i don't have so many mercs to defend grumm (to be freed on the spot, when the first crepitus shows up) so i put one roof-top-sniper there and lay lots of mine-fields (2 empty tiles each direction). whatever enemy passes them gets a good chance of being blown up by my c4-patterns or fired upon by my rooftop-sniper with a mortar (as br=normal it takes also time to accumulate proper stocks of shells). if the enemy does come too close he uses his psg-pdw to finish those poor bastards off. that makes a lot of loot (even without enemy-drop-all) and explosives-skills. as i don't sell anything to whoever comes along - all has to be repaired carefuly and sold to the coresponding merchand. simply love merc-stats ending with an '0' - each.

grz


Smedley

p.s. in vanilla you got ctds if there were too many explosions in one turn => [ctrl]-[s] and then the bomb-trigger

[Updated on: Fri, 25 January 2008 02:05] by Moderator

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Private
Re: Landmines...uh...ok...[message #202014] Wed, 19 November 2008 19:16 Go to previous messageGo to next message
Jammer is currently offline Jammer

 
Messages:11
Registered:November 2008
That's unfortunate. I was searching this topic because my NightOps team accidentally took the Cambria SAM site too early, and I wanted Barry to install a minefield in the chokepoint the elites seem to always use while trying to retake it. I have militia there though and I didn't want to just end up making a deathtrap for them as they charge out to meet the invaders.

It's too bad you can't highlight an area in the sector and order the militia to avoid it. Or perhaps institute a flag that your allies can see but your enemies can not.

I guess I'll have to stick to sniping them from the roof with my militia trainer.

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Private
Re: Landmines...uh...ok...[message #202078] Thu, 20 November 2008 10:11 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
You can still place mines (preferably when there's no militia in the sector), save your game, load it again, and then have the merc who placed the mines walking along the minefield. He should detect his own mines and place blue flags on them.

Now this is not the same as a real minefield, as the enemy can see the blue flags as well, it works more like a fence, but you can funnel the enemy into prepared killing fields this way, and your militia can't run to the enemy to be slaughtered as well Wink

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First Sergeant

Re: Landmines...uh...ok...[message #202090] Thu, 20 November 2008 14:29 Go to previous messageGo to next message
Badbru is currently offline Badbru

 
Messages:63
Registered:January 2008
Location: Perth Australia
Or, you can mix and match. Click yes and place a few blue flags down and no to not reveal other mines, so when they avoid the flagged mines they run right into the un flagged mines.

Be devious!

[Updated on: Thu, 20 November 2008 14:30] by Moderator

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Corporal
Re: Landmines...uh...ok...[message #203087] Tue, 02 December 2008 21:02 Go to previous messageGo to next message
Rednight is currently offline Rednight

 
Messages:103
Registered:April 2004
Location: United States
[quote=Smedley]well,

with that - permanently new - ni-stuff im not so far in the game allready, but my stile of playing the game means to get the 3rd city around day=200, that means i have a lot of time and normally i don't allow d's army to travel the countryside. so while dealing with crepitus in a slow manner ('cause i have to bring tons of yars to that special mine - thanks to ni i can store them in timms-gear) i don't have so many mercs to defend grumm (to be freed on the spot, when the first crepitus shows up) so i put one roof-top-sniper there and lay lots of mine-fields (2 empty tiles each direction). whatever enemy passes them gets a good chance of being blown up by my c4-patterns or fired upon by my rooftop-sniper with a mortar (as br=normal it takes also time to accumulate proper stocks of shells). if the enemy does come too close he uses his psg-pdw to finish those poor bastards off. that makes a lot of loot (even without enemy-drop-all) and explosives-skills. as i don't sell anything to whoever comes along - all has to be repaired carefuly and sold to the coresponding merchand. simply love merc-stats ending with an '0' - each.



I tried to use mines at Grumm....I put them infront of the mine and had my explosives expert do the work. Some how when the crepitus came out they managed to totally avoid the mines. When I finally went into the mines though well damn I set one off....it is not fair. Btw I was using 1.13

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Sergeant
Re: Landmines...uh...ok...[message #203545] Mon, 08 December 2008 01:05 Go to previous messageGo to next message
Relentless707 is currently offline Relentless707

 
Messages:41
Registered:July 2008
Location: Leeds UK
A good tactic someone else mentioned in another thread with mines is to use them as '' booby traps ''

For example during the Drassen Counterattack, I used Mines and placed weapons on top of them in areas just outside of my Mercs LOS - Enemies would go to grab the Weapon and Boom, one pair of smoking boots left.

I haven't tried other tactics with mines yet, but the above method is very, very effective.

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Corporal
Re: Landmines...uh...ok...[message #203617] Tue, 09 December 2008 04:22 Go to previous messageGo to next message
sphinx is currently offline sphinx

 
Messages:42
Registered:February 2007
Quote:
I used Mines and placed weapons on top of them

You forgot TNT! Mine plus TNT plus a gun = big boom, big fun.

Landmines... damn they should really take a look at those. I hate it when the game hangs when an enemy dies due to a landmine. Or possibly goes to "dying" state. Whatever. Also, being able to place mines into the building floors is silly...

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Corporal
Re: Landmines...uh...ok...[message #203626] Tue, 09 December 2008 11:49 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Sphinx
Whatever. Also, being able to place mines into the building floors is silly...

Especially as they can be detected from the roof of the same building...

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First Sergeant

Re: Landmines...uh...ok...[message #205934] Fri, 09 January 2009 13:56 Go to previous message
K33N

 
Messages:24
Registered:January 2009
Location: Sweden
Set up landmines of every door exit in a sneak operation and teargas or mustardgas the whole place. Such a scenario could be found if you try to kill the kingpin.

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Private 1st Class
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