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Mine Matters [message #127294] Sat, 18 December 2004 09:10 Go to previous messageGo to previous message
Spoony_old is currently offline  Spoony_old
Messages: 1105
Registered: December 2004
Karma:
General (1 Star)
It really depends on the size of the game... but here's a general guideline

City Flying
GDI: both power doors, back of ref, back of WF, AGT
Nod: both power doors, back of ref, airstrip, Ob. Waste of time mining the Hand

Walls Flying
GDI: tunnel entrances at the TOP of the ramps, this way you can see infiltrators disarming them. Also scatter a thin line at the front gate as a SBH warning system
Nod: tunnel entrances (see GDI)

Field
GDI: AGT, back of ref/barracks to prevent nukes, put the rest between the AGT and the base entrance
Nod: ob, hand, ref, air

Under
GDI: AGT, put the rest between AGT and base entrance
Nod: ob, back tunnel near the powerplant

Complex
not much point mining

Volcano
tunnel entrances

Islands
GDI: lots at the tunnel, a thin line at the water fjord thingy as a SBH warning system
Nod: lots at the tunnel

Canyon
GDI: lots at the tunnel, a few at the tank entrance
Nod: lots at the tunnel

Mesa
GDI: AGT, if wallhop is allowed back of ref as well
Nod: powerplant, air, ob, back of Hand

Hourglass
GDI: AGT
Nod: Ob


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