Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-30-2010, 11:02 PM
it also depends on the type of ship your gonna fly also. during ob i flew cruisers with mine launcher in the rear, photon up front the rest with plasma arrays for the dot effect. and it was very effective in pve and pvp surprisingly. and messing around with escorts i found that cannons & torpedo launchers works better.
can't say about science ship haven't played around with them at all
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-30-2010, 11:04 PM
Mines, how effective?

Very effective in a Cruiser, especially at higher tiers and especially if you can combine it with a Tractor Beam and Eject Warp Plasma. Upgrade to Quantum Mines asap.

In PvP mines are good to hurt BoP's on your tail and for making the infamous Federation Phaser Ball even more lethal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-30-2010, 11:43 PM
Quote:
Originally Posted by Fitzgerald
Mines, how effective?

Very effective in a Cruiser, especially at higher tiers and especially if you can combine it with a Tractor Beam and Eject Warp Plasma. Upgrade to Quantum Mines asap.

In PvP mines are good to hurt BoP's on your tail and for making the infamous Federation Phaser Ball even more lethal.
Aye, I must agree to this...your minefields can be rather bothersome tbh. Compared to beta I have noticed that more feds now uses mines.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-31-2010, 12:24 AM
Quote:
Originally Posted by penalt View Post
Cruising around in my ShiKahr and looking for new weapon combos. So I picked up the Level 2 photon mine launcher and slapped both phaser arrays in the front. Removing my photons entirely. So far works pretty effectively.

Long term I want to run in a fleet support role and I was wondering how effective anyone thought multiple mine launchers might be? Would dumping a phaser array to put on a second mine launcher be effective? Any thoughts?

At least while we languish waiting for the servers?
I love mines. They're so wonderfully passive-agressive, and as long as you maneuver with your mine clusters in mind you can frequently draw the enemy into turning their weak shield to them.

Quote:
Originally Posted by monkeyknig View Post
I find mines to be very useful as an aft torpedo alternative. There's all sorts of fun ways to sucker the enemy into flying into them, and they are priceless when dealing with enemies who shoot those heavy plasma torpedoes.
I also love the plasma torpedoes, but their survival chance against an enemy that's not asleep at the wheel is nil. And splash damage kills them too, so they can be stopped even by friendly fire

Mines are at least a little more durable and the tac BO mine powers can let you flood the area against interception sometimes.

Quote:
Originally Posted by Labolina View Post
Aye, I must agree to this...your minefields can be rather bothersome tbh. Compared to beta I have noticed that more feds now uses mines.
There was a long, sad time during which mines were bugged to literal uslessness, doing 1 point of damage per hit.

Unfortunatlely, now that mines are useful again, people have realized they can spam them in overwhelming quantities and turtle in place - there needs to be some limiter on this. I favor detonating a minefield if it gets too dense and capping the amount of active mines lower than it is now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-01-2010, 10:31 AM
i too agree that there needs to be a cap on the mines. kinda like summons in other MMOs, when you make more your oldest ones disappear. Maybe allow only 2 or 3 groups at a time.

I also say this because I use mines a ton, from the start I knew I wanted to focus on mine use because of the concept, not the actual damage numbers or anything. I flew an escort with both mine BO skills and my play style was very focused on fast passes to surround ships with a mine net. But because of the mine spam everyone is taking mines and just dumping tons of them out without any tactics. This really trumps any attempt to play them correctly and use skill in their deployment.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-01-2010, 12:32 PM
Anyone who says mines are useful in PVP is an idiot. Mines do NOTHING to a shielded opponent and if your opponent doesnt have shields, you are better off with a torp since it will go to the target and does not require the opponent to be a fing idiot.

Mines will follow a cloaked enemy who is close enough to activate them...but they only active at close range and we tend to sit farther away when cloaked, we arent idiots (most of us anyway.)

In ANY pvp situation where mines COULD be useful...a torp launcher would be much more useful.

All of you feds who create huge deathstars of mines are just gimping yourselves.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-01-2010, 02:14 PM
Quote:
Originally Posted by effreem View Post
Anyone who says mines are useful in PVP is an idiot. Mines do NOTHING to a shielded opponent and if your opponent doesnt have shields, you are better off with a torp since it will go to the target and does not require the opponent to be a fing idiot.

Mines will follow a cloaked enemy who is close enough to activate them...but they only active at close range and we tend to sit farther away when cloaked, we arent idiots (most of us anyway.)

In ANY pvp situation where mines COULD be useful...a torp launcher would be much more useful.

All of you feds who create huge deathstars of mines are just gimping yourselves.
Any time the "enemy" tells me that I am an idiot to use a certain weapon, makes me want to a least consider using it

As you say only an idiot Bop would run into them but like there are idiot Feds that wander off from the ball, there are idiot Klinks out there too. Besides it messes up tab targeting and even makes click targeting hard for klinks.

Regarding the qustion someone asked about Science Vessles and Mines. At lower tiers, I don't bother since I only have a couple of slots in back and one has to be a phaser and the other really needs to be a torp. But once we get 3 slots, I like to add mines. If for no other reason that there really isn;t much else to put back there. Its not like an SV has the power to be a beam boat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-01-2010, 02:23 PM
I've been able to mow through all kinds of stuff with my lucky drops: Mk II mines and a pair of dual heavy cannons in the front.

Find the enemy, go head on (like playing chicken), take out the front shields, and deploy the mines about 3.5km away. They'll go active just in time to hit through the obliterated frontal shields. They tear through the hull, far more damage per load than torpedoes, if you can land 4 or 5 five of 'em.

They definitely change your combat strategy though. I find them effective as targeting decoys, as well. Going into a fight against four or more BoPs, I notice if I drop mines at right about 9 or 10km, some of the birds will target the mines and not me for a while. Just a little perk, since they're not really that effective from so far away anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-01-2010, 03:32 PM
Quote:
Originally Posted by Ghartan
Any time the "enemy" tells me that I am an idiot to use a certain weapon, makes me want to a least consider using it

As you say only an idiot Bop would run into them but like there are idiot Feds that wander off from the ball, there are idiot Klinks out there too. Besides it messes up tab targeting and even makes click targeting hard for klinks.

Regarding the qustion someone asked about Science Vessles and Mines. At lower tiers, I don't bother since I only have a couple of slots in back and one has to be a phaser and the other really needs to be a torp. But once we get 3 slots, I like to add mines. If for no other reason that there really isn;t much else to put back there. Its not like an SV has the power to be a beam boat.
You could use a turret also, that adds a little dps all around and doesnt take any weapon power.

I do agree with and understand what your saying...but other than targeting issues (which is only when they make a deathstar of mines) you are totally gimping yourselves out of ranged dps against an average or better opponent.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-01-2010, 09:02 PM
Mines have worked out surprisingly well for me, and all I have are some Mk II Photon types on the starter CL. They're great for scattering fighters and killing those power leeches (or whatever they're called). They also make an overrun attacks deadly if you time them right.

Quote:
Originally Posted by squidheadjax View Post
Unfortunatlely, now that mines are useful again, people have realized they can spam them in overwhelming quantities and turtle in place - there needs to be some limiter on this. I favor detonating a minefield if it gets too dense and capping the amount of active mines lower than it is now.
Detonating a dense field may be hard to implement, but capping the number of active mines should work. Or just increase the recharge time; mines seem to have a two minute or so lifespan right now.

Quote:
Originally Posted by Ghartan
As you say only an idiot Bop would run into them but like there are idiot Feds that wander off from the ball, there are idiot Klinks out there too. Besides it messes up tab targeting and even makes click targeting hard for klinks.
On the one hand, the whole point of mines should be to deny an area of space to an opponent. Thus, sure, any idiot should be smart enough to avoid mines... which means that I just have to put mines wherever I don't want that idiot. Behind me, for example.

If you don't want Feds making phaser balls, then make weapons score more damage to stationary targets. Lots more, if need be. Maybe even exempt targets that lack engines, so you don't have to rebalance the various permanently-stationary targets already in the game.

If you're okay with Fed phaser balls but not mines in said balls, make it so that the mines will wait to activate until the minelayer has traveled a certain distance. Or make mines refuse to engage targets that would take them by a friendly ship; i.e. friendlies are opaque.

As for balls of mines being annoying... how well do torpedo spreads clear them? Torpedo spread should be good for more than just lighting up cloaked ships.

Quote:
Originally Posted by Ghartan
Regarding the qustion someone asked about Science Vessles and Mines. At lower tiers, I don't bother since I only have a couple of slots in back and one has to be a phaser and the other really needs to be a torp. But once we get 3 slots, I like to add mines. If for no other reason that there really isn;t much else to put back there. Its not like an SV has the power to be a beam boat.
Please explain why you require a phaser and torp in the back. What if you had a turreted phaser up front? Or is that what you mean by the phaser in back?
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