Mines
Jul 14 2008, 8:59 pm
By: 49281358723941702706  

Jul 14 2008, 8:59 pm 49281358723941702706 Post #1



Can marines kill spider mines by themselves? I need to know for a map. They have 40 hp. Like can 6 marines take on 10 spider mines, etc.



None.

Jul 14 2008, 9:14 pm Hug A Zergling Post #2



yes, as long as the marines have enough health/do enough damage.



None.

Jul 14 2008, 9:34 pm 49281358723941702706 Post #3



I figured it would take 7 hits to kill a mine, so is it unlikely to work? (6 Marines vs.10 mines?)



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Jul 14 2008, 9:42 pm Magicide Post #4

Sleeping wolves wake hungry.

Yes, as long as the mines aren't too bunched together.

I know from experience, because one of my friends hates the fact i completely cover the map with mines on Dropship Wars =P

He did it with five.




Jul 14 2008, 9:45 pm Moose Post #5



With proper micro (assuming the Marines are not computer-controlled and no stats have been modified) and decent placement, yes, this is possible.

If the Mine has enough HP to survive an attack from each Marine (40, as you say), I doubt it. Unless there are some sort of obstacles of buildings or terrain blocking the Mines, the Marines won't get off second shots to finish off the mine.




Jul 14 2008, 9:47 pm Demented Shaman Post #6



Range upgrade also helps, as well as detection :-_-:



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Jul 14 2008, 9:59 pm 49281358723941702706 Post #7



The mines have 40hp.

I might use ghosts.



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[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
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