The Proximity Mine Launcher
Is spamming prox mines ruining the fun in Team Arena?
by Pappy-R and The Dawgs of War
This week we've got a very specific rant lined up for you. PQ reader, Red Dog Dragon, has something to say on the Team Arena Proximity Mine Launcher and it's value to the mission pack. Drop your cruisin' and smoozin' for a minute to check it out along with how the staff feels about it. Don't forget to take your turn on the issue at hand at the end of it all so we get a real feel for the thoughts out there. Now let's get it kicking and crank up the rant.
Just thought I'd throw my little rant at ya. My current rant has to do with
TA's prox launcher. My question/rant is, Does the Prox add to TA or hurt
I think it hurts it, in a bad way. How does it make it better the fact
someone can frag you without even being in the bloody area? It just leads
to prox spamming! Its just annoying!
I hate going into the enemy base and spend most of my time looking around
for prox, and blasting them with my rocket launcher JUST to get fragged by
an enemy who got me while I was busy. Or worse yet, grabbing the flag and
making a run for it, blowing away the defending team, JUST to turn a corner
and blow up because someone dropped a buttload of prox there.
Well then you might think, cool if someone on my team is proxing everywhere,
we're set. WRONGO. On maps with prox where you can fall to your death, I
die like half the time from morons on my team who prox the ground
everywhere, blow up from the timelimit and KNOCK ME OFF THE SIDE! I just
can't stand it when that happens!
Then you got the guys who actually attack with it. Problem is, its not
really an attack, its just annoying. Guys will often just run around the
enemy's base and plant prox everywhere and primarily spawn points. So you
get fragged, spawn and just die because there was 2-3 prox where you were.
Hell, I've had it where I've spawned 3 times and died from prox being next
And probably the #1 worse thing with the prox is how it often stalls games.
I've lost count how many times a good match between two good teams just
suddenly stops because both sides hold up in their base and prox every
single way in and out, making it nearly impossible to attack, or at the
least make both sides not want to attack.
The only thing that's cool about the prox is that its the only weapon that
can kill someone using the Invulnerability power up. That's it. And I
rarely see anyone ever use the Invulnerability or someone use a prox on
someone using it. (Actually I've only seen it done ONCE.)
I'm not against defending the flag or whatever, in fact I defend more then I
attack. But the prox is just a very VERY lame way of defending. At least
someone defending the flag with a railgun HAS TO BLOODLY AIM. Prox uses no
skill to use, so anyone with a high frag count from it isn't skilled at all.
Phew, I feel better now.
Red Dog Dragon
Well at the very least, Red Dog Dragon feels better so the RnR session is already a success. Now let's see if we can get the PQ crew to get something of their collective chests and feel the freedom it brings. Either that or we could all just have a little bitch fest for the fun of it. First up this week is Ash who is back to having a game box he can play on (GG bud!) and is ready to romp.
I think that Red Dog Dragon has brought up a very good point. I've
never been a big fan of "gimmicky" weapons, or class-based gameplay, or
pretty much anything that deviates from the "raw skill" games that I love to
play. (And I'm not even touching "realism"). When I first heard about all
of the stuff that was going to be in Team Arena, I wasn't sure if TA was
going to be for me. However, it didn't take much time for me to start
playing and fall in love with all the added features for team-based action.
All of the "letter" powerups, nail gun, chain gun, invulnerability, they
were without a doubt fantastic additions to the Quake 3: Arena formula. The
only two items that left me in a little state of wonderment were the
kamikaze and the proximity mine launcher. I certainly thought that the
kamikaze was going to be way too much power for one person to have, however,
it quickly became apparent that you can't just start blowing up everywhere
and expect to help your team out. There is definitely strategy required to
get a real effect out of the kamikaze.
The same thing is true about the proximity mine launcher, but in a much more
important way. The proximity mine launcher gives teams the freedom to
explore different strategies and methods of attack. Especially on larger
maps, defense of a base can be difficult enough that it requires more
man power than you have available. The proximity mine launcher helps even
out the playing field... allowing smaller numbers of players to enjoy all of
the larger maps without worrying about it just becoming a "shuttle run"
between objectives. Sure, mines might be annoying at times. But just grab
a rocket launcher and blow them up on the way in. If you use teamwork when
running around, you can always have someone covering your back to blow up
mines while you flag run (or vise versa).
Tactics; love them or hate them. Do they and the entities that inspired them bring your blood to a boil or make you enjoy the play more? More questions arise, and it's a search for answers we're engaged in here, so it's off to another staffer for another point of view. Drop your consoles and let's /cg_POV Hellchick.
Hmm. It sounds to me like what you're saying here is, "Because I die from
prox mines a lot, I don't like them."
The prox mine is probably my favorite weapon in Team Arena, and I'll tell
you why: it's strategic. There's very limited prox ammo on most TA maps, so
there's consequently little chance to do any prox spamming. Not only that,
but the prox mines are timed -- they only last so long before they'll blow
up, so you could lay a bunch down, but if no one comes by in X seconds,
they're useless because they disappear. Finally, you can see prox mines in
most places unless you hide them, so if you run through a bunch you just
saw...well, your tough luck.
All the examples you described here are ways in which the opposing team
learned to strategically place the prox mines to prevent you from capping
the flag. Well, guess what? THAT'S THE POINT. Sure, you don't like it when
you run around a corner, carrying the flag, only to be fragged by a prox
mine you didn't see. But hey, I hate it when I'm running with the flag and
some guy I didn't see rails me. Same thing, different weapon. Just because
it prevents you from winning doesn't mean that it's not a good weapon.
Prox mines are cool, in my opinion, and they're a weapon that takes a little
thought to use properly. I use prox mines whenever I can, but you don't see
me winning all the time.
Tactics and adaptations, again we're starting to see a trend here. Let me remind you all that the PQ crew only sees the original rant, and responds without knowing just how everyone else will react. We're all as different as you are, and we'll be needing your thoughts as well at the end, so take everything into consideration to make your own points. Now we're gonna slide it over to Will, my pellet peppered pal from the sunny side, for another angle on the proxy mine topic.
Next up, more PQ opinions, including Pappy himself...