GoldenEye: Source Forums

Debriefing => General Goldeneye => Topic started by: CrazedRedneck on July 17, 2007, 02:56:52 am

Title: PROXIMITY MINES
Post by: CrazedRedneck on July 17, 2007, 02:56:52 am
one question before i try to download and play on the ONE server while the patch is unreleased.
ARE THERE PROXIMITY MINES?
that is what made Goldeneye fun back then
the most satisfied feeling i had playing goldeneye came after someone came within proximity of my proximity mines
Title: Re: PROXIMITY MINES
Post by: Semedi on July 17, 2007, 03:21:55 am
Yup there sure are, go have a blast  ;D
Title: Re: PROXIMITY MINES
Post by: Xanatos on July 17, 2007, 06:02:04 am
literally. these things will blow the shit out of you if you dont run fast.
Title: Re: PROXIMITY MINES
Post by: Jackred666 on February 24, 2008, 06:25:02 pm
Fast like Counter Strike and Unreal Tournament fast or like Doom and Duke Nukem fast.
Title: Re: PROXIMITY MINES
Post by: EduCatOR on February 29, 2008, 02:02:45 am
I really liked mines too..  :P
Title: Re: PROXIMITY MINES
Post by: Jackred666 on February 29, 2008, 02:22:01 am
Me too when someone thinks they got you bang your dead i love it.
Title: Re: PROXIMITY MINES
Post by: Dechristian on January 02, 2009, 02:29:28 am
Lol, i loved these things when i played ge64 long time ago :D there hard to see though too. >_>
Title: Re: PROXIMITY MINES
Post by: Ratdart on January 30, 2009, 07:00:08 pm
Lol, i loved these things when i played ge64 long time ago :D there hard to see though too. >_>

This is what I was going to point out. Put them on a metal/slightly gray surface and I just run past them without looking twice *explodes*
Title: Re: PROXIMITY MINES
Post by: Maxaxle on February 04, 2009, 02:14:17 am
Oh god I hate those things. We really have to nerf the damage on them. Remote and timed are okay (timed are like grenades, but I think they should make a tiny bit of sound before going off or something, while remote mines are a test of skill for both firer and fire-ee).
Title: Re: PROXIMITY MINES
Post by: Jonathan [Spider] on February 04, 2009, 02:35:17 am
proxy's in beta 3 d oa little beep just before they go off. generally its the last thing you hear haha. occasionally it helps you get away from them. its sort of like the claymores in COD4.

the remote mines take skill only if you throw them on a wall, if you UFO people its not to hard to blow the crap out of everything in sight.
Title: Re: PROXIMITY MINES
Post by: Kinky on February 04, 2009, 02:39:07 am
mines? AAAAAAAAAHHHHHHHHHH!! ive spent too long with these today.... O_________o
Title: Re: PROXIMITY MINES
Post by: VC on February 04, 2009, 03:01:30 am
The trouble is that you hear the proxy alert when the server tells you that you have tripped it, by that time you're toast.  Only once have I escaped a proxy and that's because I happened to stop and step back to take a shot on someone, and as I was attacking I hear the proxy trigger and burst.

Hopefully we'll get that straightened out for B4. >_>
Title: Re: PROXIMITY MINES
Post by: Mark [lodle] on February 04, 2009, 03:28:15 am
Or in my case (with 300 ping on the test server) you die from the mine before you even see it been thrown. :(
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 04, 2009, 03:30:37 am
:) i love proxies so much fun
Title: Re: PROXIMITY MINES
Post by: Enzo.Matrix on February 04, 2009, 04:40:12 am
one question before i try to download and play on the ONE server while the patch is unreleased.

Beta 3 is not a patch.
Title: Re: PROXIMITY MINES
Post by: Rodney 1.666 on February 04, 2009, 04:43:26 am
At least they're easier to see now that they have that green glow.
Before, planting them in the complex or the bunker made them almost invisible. ::)

I always threw them in that bridge-like area of the complex as a youngin'. :)
Title: Re: PROXIMITY MINES
Post by: PPK on February 04, 2009, 09:58:31 am
:) i love proxies so much fun


I hate them, specially when some jerk starts planting them at spawn points.

Hope you guys fix them for B4, probably make the beeping sound louder or longer, or make them glow in some color, like Rodney 1.666 said.
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 04, 2009, 01:48:25 pm
lol have i spawn killed you ppk?
Title: Re: PROXIMITY MINES
Post by: killermonkey on February 04, 2009, 03:22:56 pm
I hate them, specially when some jerk starts planting them at spawn points.

The joke's on them if they plant them at spawn points because we have spawn invuln protection. You'll blow up that n00bs mines without taking ANY damage. Please read carefully the release documentation when it becomes available (Friday or so)
Title: Re: PROXIMITY MINES
Post by: PPK on February 04, 2009, 06:24:56 pm
The joke's on them if they plant them at spawn points

I meant in this release. And not exactly on the spawn point, near it, in a place you have to pass through to get out of that area.
The invulnerability time is a great idea by the way. And of course I'll read the BETA 3 release documentation thoroughly. Either way, I wasn't planning on doing such a cheap thing (planting proxies). Some can argue it requires some thinking. To me, it only require you to remember where you planted them to make sure you don't fall in your own trap.

@drukqaddik
Dunno if you have, but I remember that I've already played with you.
Title: Re: PROXIMITY MINES
Post by: Storm101 on February 04, 2009, 11:23:54 pm
A lot of people like to stay in the spot where proxies are in Facility (by the "maintenance tunnel" and the door that you opened with the console in the game) and surround it with proxies. Then they'd take that garbage can and use it to block the stairs. Then all they do is stay in there and watch as their kill count skyrockets.

That tunnel is removed so that should no longer be a issue, but I really hope people can think it through if they choose to put proxies in their loadout...
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 04, 2009, 11:27:04 pm
lol fun times
Title: Re: PROXIMITY MINES
Post by: WatchMyTrace on February 06, 2009, 12:25:42 am
A lot of people like to stay in the spot where proxies are in Facility (by the "maintenance tunnel" and the door that you opened with the console in the game) and surround it with proxies. Then they'd take that garbage can and use it to block the stairs. Then all they do is stay in there and watch as their kill count skyrockets.

That tunnel is removed so that should no longer be a issue, but I really hope people can think it through if they choose to put proxies in their loadout...

The tunnel is removed? i like the tunnel why not just remouve the garbage can??
Title: Re: PROXIMITY MINES
Post by: JcFerggy on February 06, 2009, 12:37:32 am
I missed the tunnel at first, but after playing with it, I thought it was a good choice. The tunnels were used more as an escape route rather than a usable part of the map. And if you did ever meet someone in it, it would just be a few shots to kill them, since there would be no where to go.

Now fighting is confined to the lower stairs, the locker room, and the main access tunnel, which still plays fine with several people.
Title: Re: PROXIMITY MINES
Post by: WatchMyTrace on February 06, 2009, 01:50:01 am
I missed the tunnel at first, but after playing with it, I thought it was a good choice. The tunnels were used more as an escape route rather than a usable part of the map. And if you did ever meet someone in it, it would just be a few shots to kill them, since there would be no where to go.

Now fighting is confined to the lower stairs, the locker room, and the main access tunnel, which still plays fine with several people.

I guess thats true for some but i have some pretty solid gameplay strategies that revolve around the tunnel (no not cheating with the garbage can) It also serves as a secondary route to the two rooms along the main tunnel. I love it and use it often, it will be sorely missed  :'( 
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 06, 2009, 12:43:13 pm
i never really liked the tunnel. kinda glad its gone. lost kills to that tunnel
Title: Re: PROXIMITY MINES
Post by: Rodney 1.666 on February 06, 2009, 01:57:20 pm
I will also miss the tunnel...
Added variety to the things you could do.
Title: Re: PROXIMITY MINES
Post by: WatchMyTrace on February 06, 2009, 04:19:15 pm
I will also miss the tunnel...
Added variety to the things you could do.

exactly it made the map less linear
Title: Re: PROXIMITY MINES
Post by: PPK on February 06, 2009, 04:32:24 pm
The tunnel was a good addition, but also a good spot to plant the proxies, specially behind the stairs. But if they ought to keep it (they won't, but some third-party mapper may do it), they should make the exit to the locker room a bit more protected, because it was really easy to get killed in there.
Title: Re: PROXIMITY MINES
Post by: WatchMyTrace on February 09, 2009, 07:28:32 am
After having played enough of beta3 (great job by the way!) to make a judgement on this I have to say that constantly getting shot in the back while trying to leave those back rooms is much more annoying than anything i've ever encountered in the tunnel, what was once my favorite map is now just a exercise in frustration  :-\
Title: Re: PROXIMITY MINES
Post by: Jonathan [Spider] on February 09, 2009, 10:58:51 am
best thing to do is play on a server with less people. i find that around 16+ tends to be to many people, and ends up being a bit more like a destruction derby Chaos kill fest. when you play with less people the game gives you more of a chance to run pick up a weapon and go chase down your victims. but when your playing with 16+ people on maps intended for 4 players... your going to run into some issues like being shot in the back by freshly spawned players.
Title: Re: PROXIMITY MINES
Post by: Ryan [Saiz] on February 09, 2009, 02:21:58 pm
Currently the dev's are working on a system that will hopefully be in place in either a patch but most likely beta 4 where the mines will have a particle effect that flashes with the lights on the mines that will make players more aware of were active mines are.

But they will be in beta 4 most likely if everything works out.
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 10, 2009, 10:59:56 pm
thats a bad idea... ge64 didnt have that. you just had to take your chances :(
Title: Re: PROXIMITY MINES
Post by: Jonathan [Spider] on February 11, 2009, 01:38:49 am
well, heres our thinking on including that.

proxy's are a pain in the ass they are hard to detect even if they are in plain site. adding a light would force a bit more skill and planning to use them. we wouldn't do a UBER light on them, it would only be something subtle. this also accomplishes another issue we have currently for the mines, which is how do you tell when a proxy is dropped from a player, or thrown and armed?

so this is one of the areas the devs have been thinking of for a while where we would diverge from the original in order to balance the proxys out and make them a bit less of a easy kill weapon, and more into something that requires a bit of strategies and thinking.
Title: Re: PROXIMITY MINES
Post by: mincho on February 11, 2009, 05:41:48 am
in the original GE64, when you threw a prox mine and there were other mines around where you threw it, the mines would detonate each other.  Haven't seen this behavior in GE:S, is it something you guys are planning?

Pretty handy for clearing a path if you are trapped.
Title: Re: PROXIMITY MINES
Post by: VC on February 11, 2009, 06:32:28 am
If I recall, you could trigger them by knocking an ammo crate around, too.
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 11, 2009, 07:16:32 am
i see your point with the lights. maybe have two mine textures so that the server can choose which one. for more people maybe have the lights on. still not a big fan of the lights. but having all entities trigger the mines would be a good addition.
Title: Re: PROXIMITY MINES
Post by: PPK on February 11, 2009, 12:27:08 pm
If I recall correctly, the explosion of a mine, regardless the type, will detonate any other mines in the vicinity.

I agree with the light addition; sometimes I shoot the mines that players drop (and I'm not aware of ) just to make sure they are not armed. It will definitely be a welcomed addition to gameplay and I think that way servers will be able to bring back the proxies without much complaint.
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 11, 2009, 01:03:59 pm
something i noticed whilst playing is that if you shoot someone elses mine to kill someone it gives the mine deployer the kill instead of the person shooting the mine. dunno how to fix that but kinda bugged me a few games ago.
Title: Re: PROXIMITY MINES
Post by: PPK on February 11, 2009, 01:19:48 pm
something i noticed whilst playing is that if you shoot someone elses mine to kill someone it gives the mine deployer the kill instead of the person shooting the mine. dunno how to fix that but kinda bugged me a few games ago.

It has a certain logic, because you only scored the kill because someone else planted a mine there.
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 12, 2009, 08:54:36 am
but i still killed them, and original 007 gave the kill to the mine shooter not the mine planter.
Title: Re: PROXIMITY MINES
Post by: Ryan [Saiz] on February 12, 2009, 09:56:26 am
i see your point with the lights. maybe have two mine textures so that the server can choose which one. for more people maybe have the lights on. still not a big fan of the lights. but having all entities trigger the mines would be a good addition.

If we did a light it would not be texture based but most likely particle based. Right now it already has a texture that flashes but it isn't bright enough and players do not see the mines.
Title: Re: PROXIMITY MINES
Post by: drukqaddik on February 12, 2009, 10:07:39 am
got ya. dont exactly know how all that works. but stll asking, would you be able to diasble the 'particle' aspect of this specific entity in the console?
Title: Re: PROXIMITY MINES
Post by: Nesseight on February 13, 2009, 05:18:58 am
I didn't really enjoy playing Complex on a rather large, packed server when somehow everyone spawned with prox mines. There was no skill. You would have to wait to see if any mines would detonate, and when the coast was clear, mine the entrances to your area without moving an inch and pray for the best.

It was to my horror when I realized that throwing a mine into a minefield or shooting a weapon or ammo crate nearby wouldn't detonate the prox mines.

I like GES, but I am seeing explosives way to often. Even in 1v1 it's not much fun when you auto-die while looking for a weapon. In GE64 you could at least see your opponent's screen and know where they were placing mines should you be observant, in this GES it's pretty much a simulation as to why historically, minefields are sometimes considered to be a not-so-great idea. Yes, they defend your borders, but after the battle they tend to linger...

GES explosions are much more quick and realistic, too. IN GE64 you could pretty much use mines to build a wall of flames until it got too close and could kill you. This may not be desirable in GES, but there could at least be some lingering smoke to help show where a mine went off.

This is probably just a side-effect of server admins using nasty cvars to do their evil bidding more than a flaw in the mod itself, but I cringe whenever there's 18+ players and I see the text "someone killed someone else with a proximity mine".

Also, I tend to be more worried about the man with a crapload of mines than the man with the golden gun...

Sorry if this seems whiny, but in their current state prox mines detract from the game for me.
Title: Re: PROXIMITY MINES
Post by: PPK on February 13, 2009, 10:52:50 am
Rolling explosions, like the ones in GE007, are planned.

The reason you see many explosives on servers is because of the random weapon layout. It's a drawback of the concept and many servers haven't abandoned it yet because it simply is easier than making your own custom weapon set. Don't worry though for server host guidelines will be published in order to guide server hosts to set them up correctly.
Title: Re: PROXIMITY MINES
Post by: Nozzy06 on February 13, 2009, 04:32:13 pm
What exactly is a "Rolling explosion?"  Does that mean the fire lingers for a bit like the way the it did on GE64? Also will they kill you slower and sort of burn you to death instead of instantly 'sploding you into a wall or off the map? =P