Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Mines...
08-01-2011, 03:29 PM
I have watched Mines do their thing and I get the feeling that besides Tricobalt Mines (which are hard to get to the target) that Mines just do not seem to do much. Chronitons should be able to slow folks which could be useful but even the most deadly of Quantum mines seem to deal next to no real damage. Considering they are destroyable I am wondering if there is any real point to using Mines?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-01-2011, 05:23 PM
Quote:
Originally Posted by Shinkuu_Akagan
I have watched Mines do their thing and I get the feeling that besides Tricobalt Mines (which are hard to get to the target) that Mines just do not seem to do much. Chronitons should be able to slow folks which could be useful but even the most deadly of Quantum mines seem to deal next to no real damage. Considering they are destroyable I am wondering if there is any real point to using Mines?
Just like torpedoes, mines work best against bare hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3 profhat
08-01-2011, 05:53 PM
yes, they give something else to be shot at, which meens one less shot at you
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-01-2011, 05:58 PM
Quote:
Originally Posted by CapnBludd View Post
Just like torpedoes, mines work best against bare hull.
But unlike Torps they cannot be aimed and require some setup time... So I must ask... Is there a point to using them? Would not a rear facing Torp or another Energy Weapon be superior?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-01-2011, 06:31 PM
Quote:
Originally Posted by Shinkuu_Akagan
But unlike Torps they cannot be aimed and require some setup time... So I must ask... Is there a point to using them? Would not a rear facing Torp or another Energy Weapon be superior?
Really a matter of choice, I prefer torpedoes myself, but I'm sure someone else will bring up why mines are good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-02-2011, 08:32 AM
well... i lovetransphasics... i got a forward mounted Rapid reload launcher, rear mounted rapid reload launcher, and the transphasic cluster torpedo launcher on back... as long as all the enemies are focused on you when you launch mines and stuff, you usually dont have to worry about them being blown up by the enemy AI, however in PvP I would probably suggest most mines are useless, except for maybe the cloaking mines. (mines are also god to get rid of fighter swarms.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
08-02-2011, 09:16 AM
I also don't see the usefulness of mines. If my shields are up they do nothing, and a quick beam fire at will burst will take care of a cloud of them no sweat. If all else fails and I really need to get away for some reason, emergency to engines or evasive maneuvers lets me pull away from them.

Perhaps it would be better if mines actually penetrated shields? Then they would at least be a threat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
08-02-2011, 02:13 PM
Mines have been underpowered since beta. The damage they do is laughable when compared to other ways of damaging a target. Right now their only purpose is to create a spam field for defense against Fire At Will and Scramble Sensors.

Here's the problem:

1. Mines have to be deployed and not shot down before becoming active.

2. Once activated, mines fly towards their target before exploding, allowing players to shoot them down as they approach.

3. The damage mines do individually is so low that players can fly through a mine field and take nearly no damage.


Here are some potential solutions:

1. Make mines cloak or mask their energy signature until a player is within 5-10 km of them, allowing them to survive long enough once active to actually do some damage.

2. Instead of having mines fly towards their target once triggered, have them explode immediately and increase their damage radius to encompass any and all ships that are within activation range (trigger at 3km, damage all within 5km).

3. Mines need to be able to do more damage. This could be accomplished in a variety of ways, but the end result should be a mine that people do not want to hit their ship! I think Tricobalt mines are a good example here.


Mine skills could use some loving too. Right now Alpha drops a wall of mines behind your ship, Beta deploys something more like a trail of clusers. These are one-shot abilities currently.
What I would like to see is them becoming a ability-over-time, similar to Fire at Will or Cannon Rapid Fire: While one of these dispersal powers is in effect, it would lay mines behind you in a specific manner. Think of the Tron lightcycles for reference: Alpha would create a vertical wall behind your ship, beta would make a horizontal "floor". Each use would deploy 3-5 clusters of three mines.

Something like this would allow players to build mine fields around objects if they wanted to (if deployed mines persisted until they were destroyed).


At any rate, I've got a fleet escort sitting in drydock that I'd love to set up as a mine layer. It just needs to be a viable way to play and I'm there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
08-02-2011, 02:25 PM
Perhaps a mine going off could be similar to a ship blowing up?

In any case they need to be significantly more powerful than torpedoes. After all, in the real world a mine hit can cripple a ship, whereas damage from a single torpedo is more manageable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
08-02-2011, 02:35 PM
how about two verisons of the breen cluster torp

v1. low yield non targetable torp fly to target drops like 3 mines
v2. high yield targetable torp flies to target drops like 16 mines (breen torp style)

then the only real thing is adjust the bleedthrough to make them dangerous but not game breaking
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