Forgotten Hope Public Forum

Forgotten Hope 2 => Tactics & Tutorials => Topic started by: TurkishCommando007 on 27-01-2012, 18:01:45

Title: Anti Tank Mines
Post by: TurkishCommando007 on 27-01-2012, 18:01:45
Hey everyone! me again...

so I tried to use these mines by planting them on roads but usually nobody passes or the passers are from my team and I get a teamkill. How to use AT mines  effectively?

Thank you
Title: Re: Anti Tank Mines
Post by: LuckyOne on 27-01-2012, 20:01:33
1. Run to a tank
2. Hit y to go prone
3. Spam LMB while praying he didn't see you
4. ??
5. PROFIT!!!

On a more serious note, it's always good to place them on chokepoints and bottlenecks (bridges, narrow passes) where enemies are likely to pass. Also place Flags in the friendly area BEFORE the mines AND write in chat the exact location where did you put them, several times in fact. But chances are you will TK someone... It's how this game works, nobody ever reads warnings.

My plan to use them would be to get a whole 6 man squad to go engineer and just drop a lot of mines in a bottleneck, possibly using a truck to resupply ammo (IIRC it is possible?) but I never managed to organize such an action... pubbie players...
Title: Re: Anti Tank Mines
Post by: CHRISTIEFRONTDRIVE on 27-01-2012, 22:01:59
Don't forget that while you don't have to throw your mine warning flags near your mines (even though it is a good idea) you could throw some of those flags in one area (where you didn't put mines) and then actually put mines in the alternate route. If there's two bridges into an area, you could throw a load of flags near one bridge, and the enemy might see them and think 'Shit there's mines here I'll go to the next bridge', where there are no flags, and then you kill him because you put all your mines at a different spot to where the flags were.

But mining is a risky business, any kind of mine in FH2 no matter where you put it is a teammate magnet. Sometimes I think you could drop an anti-tank mine in an infantry-only map and somehow you'd still manage to blow up some friendly armor.
Title: Re: Anti Tank Mines
Post by: General_Henry on 28-01-2012, 07:01:17
Ah, the art of mining. Mine aggressively, don't put mines on routes that your allies MIGHT take.

Usually tankers fall into your trap when you put your mines in the middle of nowhere (you still have to guess where they love to go). The logic is simply because tankers tends to be a lot more cautious when going through chokepoints/driving near flags while when driving somewhere far away from spawns/flags they'll relax and don't pay attention to your mines.

I am not discouraging chokepoint mining, but to destroy the skilled tankers' tanks you need to learn to mine in the middle of nowhere. They'll just suddenly go kaboom and I love imagining their reaction ...  8)

Still, to mine effectively, you need more experience. Humans are humans, their minds are weak and will follow similar patterns.

(what I am talking here is passive mining - you could do the active mining suggested by LuckyOne as well)
Title: Re: Anti Tank Mines
Post by: LuckyOne on 28-01-2012, 14:01:56
Ah, the art of mining. Mine aggressively, don't put mines on routes that your allies MIGHT take.

Usually tankers fall into your trap when you put your mines in the middle of nowhere (you still have to guess where they love to go). The logic is simply because tankers tends to be a lot more cautious when going through chokepoints/driving near flags while when driving somewhere far away from spawns/flags they'll relax and don't pay attention to your mines.

I am not discouraging chokepoint mining, but to destroy the skilled tankers' tanks you need to learn to mine in the middle of nowhere. They'll just suddenly go kaboom and I love imagining their reaction ...  8)

Still, to mine effectively, you need more experience. Humans are humans, their minds are weak and will follow similar patterns.

(what I am talking here is passive mining - you could do the active mining suggested by LuckyOne as well)

I don't really know how effective could be putting 5 mines in the middle of nowhere... (I'm guessing just a few kills in the whole game...) If you mine chokepoints at least you'll get loads of kills from the incautious newbies..
Title: Re: Anti Tank Mines
Post by: TurkishCommando007 on 28-01-2012, 14:01:23
can the enemy see those little mine flags too?
Title: Re: Anti Tank Mines
Post by: Ts4EVER on 28-01-2012, 15:01:13
yes
Title: Re: Anti Tank Mines
Post by: ksl94 on 28-01-2012, 18:01:49
If the enemy is coming from one direction only, it is generally a good idea to mine roads that lead towards their first objective. On Mount Olympus for example, the germans wil want to enter the village from the right.
If i take the engineers kit on that map, I always make shure to place a handful of mines on the road that leads into it. If possible, position your mine flag in a way that the enemy cannot see it, but all friendlies will.
E.G. there is is a pile of rubble at th gate you must pass in order to go into that village. Place your mine flags behind it, that way everyone in the village (your units) will be able to receive the warning, but the German tanks will not.
Title: Re: Anti Tank Mines
Post by: General_Henry on 28-01-2012, 21:01:48
Ah, the art of mining. Mine aggressively, don't put mines on routes that your allies MIGHT take.

Usually tankers fall into your trap when you put your mines in the middle of nowhere (you still have to guess where they love to go). The logic is simply because tankers tends to be a lot more cautious when going through chokepoints/driving near flags while when driving somewhere far away from spawns/flags they'll relax and don't pay attention to your mines.

I am not discouraging chokepoint mining, but to destroy the skilled tankers' tanks you need to learn to mine in the middle of nowhere. They'll just suddenly go kaboom and I love imagining their reaction ...  8)

Still, to mine effectively, you need more experience. Humans are humans, their minds are weak and will follow similar patterns.

(what I am talking here is passive mining - you could do the active mining suggested by LuckyOne as well)

I don't really know how effective could be putting 5 mines in the middle of nowhere... (I'm guessing just a few kills in the whole game...) If you mine chokepoints at least you'll get loads of kills from the incautious newbies..

Tankers are predictable, they'll avoid bumpy places so they won't flip their tanks and follow a smoother path. Some people love to hide their tanks in certain cover position (hull down let's say). These are all great places to mine and I don't think any tankers could avoid this kind of traps unless really lucky.

Chokepoint mining is effective in killing newbies, that is for sure.
Title: Re: Anti Tank Mines
Post by: Rabid_Rabbit_RI on 31-01-2012, 02:01:47
Hears a question ::) Has there been any talk of a way to plant a whole row of mines like in FH with the special Half-track?  An if that was too much then maybe a kit that allows you to plant more than the few mines the standard kit gets?I feel that the mine detecting equipment is probably the most useless thing if we cant get some fields of mines out there.  :-\
Title: Re: Anti Tank Mines
Post by: General_Henry on 31-01-2012, 07:01:12
Hears a question ::) Has there been any talk of a way to plant a whole row of mines like in FH with the special Half-track?  An if that was too much then maybe a kit that allows you to plant more than the few mines the standard kit gets?I feel that the mine detecting equipment is probably the most useless thing if we cant get some fields of mines out there.  :-\

bring a truck with you and a few friends (probably a engineer squad), reload your mines at trucks.

you could lay down at most 6 mines per person, 6 people could lay down 36 mines which is pretty much a minefield that would be really hard to clear.

If just one guy could lay down such a minefield (as in FH1), it would be pretty overpowered.
Title: Re: Anti Tank Mines
Post by: ajappat on 31-01-2012, 11:01:00
Max number is 5 general henry  ;)
Title: Re: Anti Tank Mines
Post by: General_Henry on 01-02-2012, 02:02:36
Max number is 5 general henry  ;)

huh, they tuned it down?
Title: Re: Anti Tank Mines
Post by: ajappat on 01-02-2012, 19:02:18
Has always been.
Title: Re: Anti Tank Mines
Post by: Slayer on 01-02-2012, 20:02:55
6th mine put down = 1st mine disappears.
Title: Re: Anti Tank Mines
Post by: Korsakov829 on 28-03-2012, 00:03:27
I'm hoping some people might actually get together in a squad and mine El Alamein. That'd be awesome.

But, now that I think of it don't the mines disappear after you die? What are the conditions required for AT mines to disappear? If an entire 6 man squad of miners just hides to prevent mines from despawning after their death, thats cutting the actual usefulness of a squad and crippling a team.
Title: Re: Anti Tank Mines
Post by: Jimi Hendrix on 28-03-2012, 03:03:51
can the enemy see those little mine flags too?


I didnt know that. That seems redundant

 Why dont the Dev's have the AT mines show the "3D Map Skull Icon" just like the S-Mines do now?

 ???
Title: Re: Anti Tank Mines
Post by: Korsakov829 on 28-03-2012, 06:03:27
Its more realistic and interesting, I'd favor flags over skull markers.
Title: Re: Anti Tank Mines
Post by: DLFReporter on 28-03-2012, 09:03:42
can the enemy see those little mine flags too?
I didnt know that. That seems redundant
 Why dont the Dev's have the AT mines show the "3D Map Skull Icon" just like the S-Mines do now? ???

Why is that redundant? You can use the flags to nicely lay a trap for enemy tankers. I love them! Just place the flags on the main road and mine the area besides the road, then enjoy the fireworks as a tank tries to drive around the flagged area.  ;D
Title: Re: Anti Tank Mines
Post by: Slayer on 28-03-2012, 18:03:52
But, now that I think of it don't the mines disappear after you die?
What are the conditions required for AT mines to disappear?
AT mines disappear a while after you are dead. So they stay for a short period of time. Sometimes you can see yourself make a minekill after you already respawned. Pro tip: if you pick up your previous kit, you don't have to replace the mines.
Title: Re: Anti Tank Mines
Post by: Jimi Hendrix on 28-03-2012, 20:03:46
can the enemy see those little mine flags too?
I didnt know that. That seems redundant
 Why dont the Dev's have the AT mines show the "3D Map Skull Icon" just like the S-Mines do now? ???

Why is that redundant? You can use the flags to nicely lay a trap for enemy tankers. I love them! Just place the flags on the main road and mine the area besides the road, then enjoy the fireworks as a tank tries to drive around the flagged area.  ;D

 Good point.


 8)
Title: Re: Anti Tank Mines
Post by: Korsakov829 on 29-03-2012, 01:03:48
So the mines won't disappear, so long as I remain an engineer on respawn? Thats awesome, got to plan a company of Sappers. Regarding mine flags, I think if there are enough the enemy will just go around when they see them, making the enemy go through another chokepoint. It could completely change the way the rest of the map plays out.

Thanks.
Title: Re: Anti Tank Mines
Post by: Eat Uranium on 29-03-2012, 02:03:08
So the mines won't disappear, so long as I remain an engineer on respawn?
No, mines disappear shortly after the kit1 that layed them disappears.  If you die and you want your mines to stay, you have to run to the place you died and pick up the kit that you were using before.

1The actual kit that layed them, not just another kit of the same type.
Title: Re: Anti Tank Mines
Post by: Slayer on 29-03-2012, 18:03:31
So the mines won't disappear, so long as I remain an engineer on respawn?
No, I said "pick up" not "choose again from spawn" ;)
Title: Re: Anti Tank Mines
Post by: Cheesus Krighst on 30-03-2012, 02:03:24
So the bottom line in landmine tactics it to rarely use them? I could understand that because most pubbers i've seen TK more friendlies than enemies. Reasons why? They're either too doopid to lay down flag markers in the general area of their minefield or the friendlies are just too doopid to actually figure out that the small flags mean "Landmines ahead.''

Pros:
Great for area prevention
Insta-kills all tanks if driven on

Cons:
5 mine limit
Mines disappear after 2 minutes, after the engineers death
Flags give off an obvious warning sign for the enemy ,if they arent blind
Be prepared to tk alot of friendlies if you wish to take up on a midget minefield on a popular route used by both teams

I don't see the reason why Landmines were added in the first place if they cant do their job with satisfactory results. Along with that mine detector, the most useless thing in the game next to the block of gold on the indiana jones kit.

I'm really hoping that the mine cap will be raised and the lifetime of the landmines would be over a measly 2 minutes to at least 10-15 minutes.

(Forum Go-er): But Cheesus! This will encourage more teamkilling since more mines would be placed! They'll go around placing random mines and eventually a friendly will hit it since engineers never place flags on mines at all!
(Cheesus): Have you ever seen a pub-player drive around an ammo truck hoping to make a minefield in a major route to the enemy or flag? I haven't because not one pubber is that committed and that persistent (since as many of us know, we die very fast in this game which resets the mines in 2 minutes).
(Forum Go-er): But once people start figuring it out they'll start griefing.
(Cheesus) Well, Just separate the engineer's mine laying ability and put it as a pick-up kit in a main base. Therefore the griefers and idiots wont have direct and easy access to the buffed up mines.
Title: Re: Anti Tank Mines
Post by: Korsakov829 on 30-03-2012, 03:03:45
Played a match on Siege of Tobruk today, used mines heavily. 6+ enemy tank kills, 1 friendly tank kill! So, placing mines at the first line of defense on that map is generally a good place to mine since friendlies have no reason to go past there.

I do think that land mines should last for as long as the map plays though, its not exactly realistic for these to just disappear. Never seen this done before in a mod so unsure if its an engine limitation or no.
Title: Re: Anti Tank Mines
Post by: LuckyOne on 30-03-2012, 09:03:58
Never seen this done before in a mod so unsure if its an engine limitation or no.

It's an engine limitation, too many spawned mines would cause lag I think.

However I'm all for at least 5 minute "expire time". It actually would give you a chance to re-deploy your mines. And would encourage people to use them more... So there would be more use for the mine detector too...

Or the pick-up kit (like the one on Goodwood) can have the ability to place let's say 10 mines instead of 5.
Title: Re: Anti Tank Mines
Post by: DLFReporter on 30-03-2012, 10:03:48
The problem is where do you draw the line, a 5min life for mines does enable a single guy to totally block an entrance to an area. If we could prevent an engineer form laying mines till his first ones vanish, then perhaps it would be feasible.
Title: Re: Anti Tank Mines
Post by: Musti on 30-03-2012, 11:03:03
The problem is where do you draw the line, a 5min life for mines does enable a single guy to totally block an entrance to an area. If we could prevent an engineer form laying mines till his first ones vanish, then perhaps it would be feasible.
Isn't there limit already? like with AP mines?
Title: Re: Anti Tank Mines
Post by: LuckyOne on 30-03-2012, 12:03:10
The problem is where do you draw the line, a 5min life for mines does enable a single guy to totally block an entrance to an area. If we could prevent an engineer form laying mines till his first ones vanish, then perhaps it would be feasible.

So does a 2 min life... If he stays alive...  ::)
Title: Re: Anti Tank Mines
Post by: ajappat on 30-03-2012, 13:03:38
Never seen this done before in a mod so unsure if its an engine limitation or no.
So there would be more use for the mine detector too...
What is the use of mine detector? It only buzzes when you directly aim at mine with it and as mines are visible on ground, I simply scan the ground with my eyes. I even avoid mines very often while driving tank, just by keeping my eyes open.

The only use for mine detector, would be to check if there are mines under tank that is still on its spawn.
Title: Re: Anti Tank Mines
Post by: LuckyOne on 30-03-2012, 15:03:47

What is the use of mine detector? It only buzzes when you directly aim at mine with it and as mines are visible on ground, I simply scan the ground with my eyes. I even avoid mines very often while driving tank, just by keeping my eyes open.

The only use for mine detector, would be to check if there are mines under tank that is still on its spawn.

Yes we all know your hax... Other people unfortunately don't have such a good eye/ability to pay attention to mines and enemy tanks at the same time...

 Well I don't say the mine detector is useful now, actually I think I only saw it used a few times on Supercharge in the initial push to check for mines on the hill approach, and that was when it was an organised squad...

But if someone actually bothered to lay (read COULD) lay a lot of mines it would be more useful.
Title: Re: Anti Tank Mines
Post by: ajappat on 30-03-2012, 16:03:31
Or if it could have like more silent buzz when there is mine in something like... 3 meter radius or something. So that player could just run around on road and quickly get aware of mines. Now someone could argue that finding mines and deactivetaing them was nerv cracking and slow job: True, but it would still take quite some time to first become aware of mines, find where they are exactly and wrench them away.

Oh and btw, eye scanning for mines doesn't always work, sometimes mines disappear under some road textures  ::)
Title: Re: Anti Tank Mines
Post by: Cheesus Krighst on 30-03-2012, 21:03:20
Never seen this done before in a mod so unsure if its an engine limitation or no.

It's an engine limitation, too many spawned mines would cause lag I think.

However I'm all for at least 5 minute "expire time". It actually would give you a chance to re-deploy your mines. And would encourage people to use them more... So there would be more use for the mine detector too...

Or the pick-up kit (like the one on Goodwood) can have the ability to place let's say 10 mines instead of 5.

Increasing the Mine placing limit isnt engine restricted, for example Project Reality allows for about 20-40 land mines to be place by a SINGLE player (only if that player stays alive long enough...)

Never seen this done before in a mod so unsure if its an engine limitation or no.
So there would be more use for the mine detector too...
What is the use of mine detector? It only buzzes when you directly aim at mine with it and as mines are visible on ground, I simply scan the ground with my eyes. I even avoid mines very often while driving tank, just by keeping my eyes open.

The only use for mine detector, would be to check if there are mines under tank that is still on its spawn.

Just increase the Mine detectors detecting radius to probably 4-5 times the size of the mine detector as of right now. And maybe if you hold the mouse button down on the mine for a few seconds it automatically disarms it for you. Making the mine detector so much more useful than what it is right now.
Title: Re: Anti Tank Mines
Post by: Slayer on 30-03-2012, 22:03:59
I agree on making the detector more useful, with a wider radius.

More mines and/or a longer lifetime for mines will totally ruin a lot of maps. Right now I have to stay alive to keep my mini-minefield active, which is OK. If it doesn't matter whether I die a lot, or stay alive, I can spam mines everywhere and control a (large/important) part of the map. On Sidi Rezegh for example, you can mine off an antire flagzone by yourself if you place them carefully. So that means 1 guy can block the other team's advance. But, when you kill him, just wait a tad and there you go. Imagine the clusterf*ck when it doesn't matter whether you killed him or not...
Title: Re: Anti Tank Mines
Post by: Korsakov829 on 31-03-2012, 06:03:34
Just increase the Mine detectors detecting radius to probably 4-5 times the size of the mine detector as of right now. And maybe if you hold the mouse button down on the mine for a few seconds it automatically disarms it for you. Making the mine detector so much more useful than what it is right now.

Auto disarm mines...? Its a freaking metal detector, it just detects metal. It makes noise when its aimed at metal! Unless you want to add mines with laser trip wires to a WWII setting, then I'm afraid you're going to need a 21st century minesweeper that isn't even massproduced if you want to disarm modern mines by not physically touching them.

The number of mines placed down is only limited by the game engine (and present technology) by some 255 at a guess, and nobody is really going to need that many mines. What I was asking was that if the time for land mines to despawn was limited.
Title: Re: Anti Tank Mines
Post by: Cheesus Krighst on 31-03-2012, 19:03:28
Well what do you propose for landmine removal since you want them to last longer? Usually people smart enough place landmines either near enemy main bases, main routes that the enemy uses, or bottlenecks that your team is attempting to defend against. Players are almost always under fire when trying to find the little explosive tin cans unless its in an oblivious spot that nobody goes to. And when time is of the essence, i dont want to waste those 1 1/2 seconds just trying to pull out my wrench.

The engine is not restricted on such a small number of landmines. If PR can have each player place down about 20-40 landmines in a single round, i HIGHLY doubt that FH2 cant do the same. Well unless the devs did something to permanently block any modding access to the landmine lifetime and laying amount. Project Reality is on the same engine correct?
Title: Re: Anti Tank Mines
Post by: Ts4EVER on 31-03-2012, 19:03:57
Of course they could up the limit. But they don't because there is no reason to do it.
Title: Re: Anti Tank Mines
Post by: Cheesus Krighst on 05-04-2012, 10:04:28
Ugh, lame. I guess we're going to be stuck with these midget tin can explosives for a very long while.

For Tactics at the moment...
Place mines at a bottleneck, enemy route, or infront of an enemy main base, hide in a bush then go AFK and eat something while you wait for a kill.
Title: Re: Anti Tank Mines
Post by: Yepay on 21-07-2012, 18:07:14
Place mine flags where mines are not, then say in chat "Guys theres no mines by my mine flags use mine flags for safe travel"

Then go spam the other roads with mines

Although you will always get the few derpy players who walk into the mines them rage hard
Title: Re: Anti Tank Mines
Post by: sheikyerbouti on 22-07-2012, 01:07:41
 I find the most benefit to mine defence happens within a co-ordinated squad defensive area.

 Place the mines on a linear angle that allows friendly forces to manouevre around the defence but which still prevents enemy vehicle from making a direct assault.

 Mark each mine with a flag and make sure you are out of harms' way. If an enemy force hits a mine, the flag still remains and can deter further advance by the opposition. This tactic works exceptionally well on  North African maps like Keren or Bardia.

 Unfortunately on the Normandy maps, mines and minefields are an afterthought, even though there was something like 6 million of them laid by the german's as they retreated from their Western front defence lines.