aceofscarabs
Inkling Fleet Admiral
Placing them where people will drop on them in Moray Towers is hilarious.
I suppose they can work against rollers like that but if that's all they can do it's pretty underwhelming.I've seen quite a few unsuspecting Rollers getting splatted because they rolled over one o_O
Like how?Nah they're fine the way they are. If you ever manage to main a weapon that uses mines then just learn to place them strategically
Bluefin: Stick them at the bottom of the walls that can be climbed. On your side, prevents them from climbing up to attack your Heavy Splatling/E-Liter cover fire crew. On their side, gives them a surprise when they jump down...Like how?
Can't they simply set off the ink mine? That's protection for five or six seconds. You could do that with any other weapon without needing to go up there.Also putting them where the E-Liter snipers love to camp can be useful for denying the enemy their cover fire.
Drop and go. You can leave a mine there and see when it goes off early (it means either the enemy sniper tried to go there and either got splatted/retreated, or one of their teammates went to sweep for mines since they found out you got them). It will betray their position.Can't they simply set off the ink mine? That's protection for five or six seconds. You could do that with any other weapon without needing to go up there.
Not saying that's negligible time, but it's something that could be done by a suction bomb even better and might even get a kill.
Betraying position is clever, but not foolproof. They can keep in a safe distance and break the mine with a sub-weapon. Further, the fact that any other sub could do the same thing without the set-up doesn't give credence to your second point.Delaying the sniper for even a few seconds might be enough for the Rainmaker Bearer to get out of the sniper's range.
Git gud with mines isn't enough. Basically all mines do is stall the enemy for a few seconds. They rarely kill and don't do well at zoning. They are just overshadowed by other subs that do their job better.Also putting them where the E-Liter snipers love to camp can be useful for denying the enemy their cover fire.
Bluefin: Stick them at the bottom of the walls that can be climbed. On your side, prevents them from climbing up to attack your Heavy Splatling/E-Liter cover fire crew. On their side, gives them a surprise when they jump down...
Moray: Stick them behind you when pushing up lanes, the ultimate anti-pursuit. Stick them where enemies love to jump down to, provide them something 'soft' to land on :D
Mackerel: Use in conjunction with Splash Walls and Killer Wails to funnel enemies into killing zones. Put it on the forklifts, squids love to climb up on them.
Flounder Heights: Get creative. Hide it where people like to climb up to surprise them when they pop up/drop down.
Walleye: deny the side passages. Deny landing zones. booby trap the boxes in the middle.
Tower Control: Stick it on the tower, deny it to the enemy.
Splat Zones: Stick it at the chokes to slow advances. Stick it in the side passages to deny flanking movements. Booby trap the zone itself.
Rainmaker: Learn where to plant mines to get Rainmaker Bearers. Deny the pedestal, cut off side passages, delay their advance so the team sniper can get into position, deny the walls they want to climb to get to side passages/reach your sniper. Hang back and plant mines to delay encircling movements when pushing into the enemy half.
Learn to git gud with the mines before you discount them.
I agree with you but appreciate that he provided legitimate uses. I'll need to test a few of these to see if they hold up to snuff and see if my position on their usage changes.Git gud with mines isn't enough. Basically all mines do is stall the enemy for a few seconds.
Tell me what happens when you do and if you found that they are better than we think as of now.I agree with you but appreciate that he provided legitimate uses. I'll need to test a few of these to see if they hold up to snuff and see if my position on their usage changes.
This would be hilarious. At the same time make the Ink Mine a special weapon instead of a sub :DEither that, or make the mine's impact as big as the Rainmaker's shield explosion. (sarcasm)
A special that was just a huge explosion like the Rainmaker's shield would be pretty cool, actually. A sub that does the same but is smaller, and possibly takes two hits would also be fun.This would be hilarious. At the same time make the Ink Mine a special weapon instead of a sub :D
Seems awfully similar suction bombs. There are some clear differences (i.e. stealth, interactions with enemy ink, etc) but the similarities seems to outweigh those IMO.Nintendo should just allow Ink Mines to be thrown for more strategic placement, then also decrease the time it takes to explode so that they can't avoided as easily.
I've had the opposite experience. One of my biggest frustrations with the mines is that rollers - something I very much would like to stop - can literally just keep moving forward and avoid it. They only get splatted if they stop for some reason (deer in the headlights or they happen to be attacking someone). It could use with just a little bit swifter activation in that case I feel.I've seen quite a few unsuspecting Rollers getting splatted because they rolled over one o_O
This is the kind of thinking we need. Lol.I've seen the suggestion of being able to place 3 mines at a time crop up here and people debating whether or not that would be too powerful, what about just being able to place 2 at a time?