Black holes & mining lifts, shafts, teleports and stairs

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Yanriel
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by Yanriel » Tue 24 Dec , 2013 1:30 pm

players keep saying to me that mine traps like these are bannable -.-
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iRobot
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by iRobot » Tue 24 Dec , 2013 1:43 pm

I have died to that a lot. It is frustrating, as the human reaction time isn't that good when you place the tripwire at the top of stairs/lifts, so it does approach 'free kill' territory.

I wouldn't ban anyone for it though, if it was up to me.

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Azarael
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by Azarael » Tue 24 Dec , 2013 1:45 pm

In that particular example, you can reliably lift jump over the mine. I wouldn't ban for that.

If two players from opposite teams collude to make a black hole, one of them will be killed whenever an ally enters the hole.

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iRobot
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by iRobot » Tue 24 Dec , 2013 1:57 pm

But really, black holes shouldn't do friendly fire at all in any case.

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Skaldy
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by Skaldy » Tue 24 Dec , 2013 2:15 pm

So, just to be really clear about mine placement, we are saying:
  • Stair: Yes
    Pad: Yes
    Teleport: No

    Lift shaft: No
    Lift platform: Yes
    Lift entrance/exit: Yes
Like Yanriel says, many of us thought those last two were No.

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iRobot
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by iRobot » Tue 24 Dec , 2013 2:32 pm

The legitimacy of where to place explosives varies depending on which member of the staff sees you doing it.

Straight up, that is how it is.

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Azarael
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by Azarael » Tue 24 Dec , 2013 3:15 pm

It's case by case depending on the flow of each map. The reaction time test iRobot has mentioned is the benchmark. If I actively have to slow down and scout places on the map because if I don't, I'll get brayed by a mine before I can react, it's an illegitimate mine. Tops of ladders, lift shafts, corners into lifts, teleporters and tops of ladders are all examples of this case.

Spin
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by Spin » Wed 25 Dec , 2013 3:56 am

Azarael wrote:Black holes are affected by all weapons and require ~2 mags to destroy.
And how many black holes can 2 players make in a round?

Michie
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by Michie » Wed 25 Dec , 2013 4:33 am

Azarael wrote:It's case by case depending on the flow of each map. The reaction time test iRobot has mentioned is the benchmark. If I actively have to slow down and scout places on the map because if I don't, I'll get brayed by a mine before I can react, it's an illegitimate mine. Tops of ladders, lift shafts, corners into lifts, teleporters and tops of ladders are all examples of this case.
To be Honest a mine is a Surprise. U be dead. Just like War :lol: Portals I understand 100% .Corners into lifts is a joke. Most wont waist there time. A an team effort we will just place them on top with a chance to blow them. Il take more time to place a mine on a dead player where I think a thaw may come from. So many maps are different your really just wasting time. You just going to get more members banned for not knowing or some crybaby being a whiner. Pick your Poison =D

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Azarael
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Re: Black holes & mining lifts, shafts, teleports and stairs

Post by Azarael » Wed 25 Dec , 2013 1:24 pm

Spin wrote:
Azarael wrote:Black holes are affected by all weapons and require ~2 mags to destroy.
And how many black holes can 2 players make in a round?
Theoretically a number equal to their Staff ammo. Black holes shrink over time, however, and black holes are enlarged via the same method they are destroyed. A black hole is tiny when first created.

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