Fixing the Gimmick of spore mines
Posted: Wed 26 Oct, 2016 7:05 pm
I know from consultation with many folk in this community that spore mines piss them off.
Just think about it - the unit exists so that nids don't need to get a BSWB to deal with garrisons. Yet when do people get them for that reason????? People get them to win first engagements or to get a cheeky squad wipe. This is against the design of spore mines and a gimmick that is too high reward for too little risk. Nids don't really need it. You know what they do need though? Better anti-garrison!!!
Due to the nature of how spore mines work they will only work as anti garrison for smaall buildings - they only hurt units that are visually nearby to them and thus within explosion range. Hence, If you take the building on argus desert gate at the top contested VP spore mines do very little there since the building is so wide - the units in the squad inside spread out across the various windows and the spores will be lucky to hit one with their explosion. Yet spore mines do good damage to squads in the towers by the power farm in those maps since it is a vertical building that holds all the units together in close proximity, same with bunkers (if there are not enough windows in a garrison for the entire squad to be visible they seem to default to being in the centre of the garrison - as you can see with the battlewagon where all the models are on top of each other at the bottom centre).
What's do we need then?
Spore mines should still kill stuff if an enemy has a capping squad near them and forgets entirely about them - that's a fair punishment for such poor awareness.
Spore mines need to perform better vs garrisons.
Spore mines should not so easily be able to wipe squads on retreat.
Spore mines shouldn't change the tide of engagements by being able to suppress entire blobs of enemy ranged units and thus demanding so much focus fire.
I haven't considered the specific numbers but what does the community think about having spore mines create an effect on the ground upon explosion that does damage over time and has a viral affect akin to blight grenades as well as producing a small snare such as 20%? The snare only affects infantry of course. The idea being if an enemy is stood still you can still kill them with mines while capping. It will do pretty much nothing to retreating units however. It also won't win you ranged engagements instantly by suppressing the whole blob but it will force them out of cover so help a bit. The snare deters melee slightly, but of course isn't as strong as before - do nids really need to rely on mines to beat melee? And finally the DOT hurts buildings more and the viral affect is key to spreading the DOT across different models in those buildings that spread the models out really wide so the explosion radius won't affect them.
The viral effect could do friendly fire too. So you don't just plant the DOT on top of your own melee squads to make you sure you win fights akin to the LA toxic burst.
Just think about it - the unit exists so that nids don't need to get a BSWB to deal with garrisons. Yet when do people get them for that reason????? People get them to win first engagements or to get a cheeky squad wipe. This is against the design of spore mines and a gimmick that is too high reward for too little risk. Nids don't really need it. You know what they do need though? Better anti-garrison!!!
Due to the nature of how spore mines work they will only work as anti garrison for smaall buildings - they only hurt units that are visually nearby to them and thus within explosion range. Hence, If you take the building on argus desert gate at the top contested VP spore mines do very little there since the building is so wide - the units in the squad inside spread out across the various windows and the spores will be lucky to hit one with their explosion. Yet spore mines do good damage to squads in the towers by the power farm in those maps since it is a vertical building that holds all the units together in close proximity, same with bunkers (if there are not enough windows in a garrison for the entire squad to be visible they seem to default to being in the centre of the garrison - as you can see with the battlewagon where all the models are on top of each other at the bottom centre).
What's do we need then?
Spore mines should still kill stuff if an enemy has a capping squad near them and forgets entirely about them - that's a fair punishment for such poor awareness.
Spore mines need to perform better vs garrisons.
Spore mines should not so easily be able to wipe squads on retreat.
Spore mines shouldn't change the tide of engagements by being able to suppress entire blobs of enemy ranged units and thus demanding so much focus fire.
I haven't considered the specific numbers but what does the community think about having spore mines create an effect on the ground upon explosion that does damage over time and has a viral affect akin to blight grenades as well as producing a small snare such as 20%? The snare only affects infantry of course. The idea being if an enemy is stood still you can still kill them with mines while capping. It will do pretty much nothing to retreating units however. It also won't win you ranged engagements instantly by suppressing the whole blob but it will force them out of cover so help a bit. The snare deters melee slightly, but of course isn't as strong as before - do nids really need to rely on mines to beat melee? And finally the DOT hurts buildings more and the viral affect is key to spreading the DOT across different models in those buildings that spread the models out really wide so the explosion radius won't affect them.
The viral effect could do friendly fire too. So you don't just plant the DOT on top of your own melee squads to make you sure you win fights akin to the LA toxic burst.
with gay mines out the gate and friendly fire sounds fair to
