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Stepping on mines and going over sandbags can add about 10-30 extra units.
Also there's the fun in reading the maps (and just finding all the little details).
This is a good point actually.
Hm, this is gonna be useful... once I unlock that one.
Also, a bit offtopic, do the mines get stronger as the game goes on? Because it takes quite a few mines to kill a scout already.
I wonder if mine-jumping would be viable.
The game separates terrain from units that can or can't can be seen. Easy example - if there's an enemy your units haven't spotted yet around the corner, you can walk up to that corner and twist the camera to see around it, but the enemy will be invisible until you actually walk out of the corner and "spot" him with currently controlled trooper.
So it's 100% possible to make moving camera that doesnt reveal enemies on current engine. The problem is being able to see important non-unit objects (i.e. mines, crates etc), which are never "hidden".
Extra note - 100 units is center-to-center of the "fat" border, not edge-to-edge.
It also has a somewhat high cost, so you can't use it when you're low on CP, so you might have to calculate your final moves ahead of time.
There are 2 tiers of mines (both AT and AP) as far as I remember. I'm away from game files so I can't look up now, but I will throw in their damage values later today.
There are 3 tiers of mines, not 2:
- Anti-Personnel mines have 180, 250, 350 vsPers and 50 vsArmor, explosion radius 25.
- Anti-Tank mines have 200,300,400 vsPers and 350, 450, 600 vsArmor, explosion radius 20
Don't wonder. It is. For Lancers/Shocks it's pretty efficient. Scouts - meh, 900 AP is enough.