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MaGoo Fleet Admiral *Renegade Space Marines*
Joined: March 18, 2009 Posts: 79 From: USA
| Posted: 2010-08-04 21:35  
You can only launch 2 batches of mines, why? Mines dont do much and the game would not change at all if they were removed. i dont want them to be removed. i just want to be able to use ALL my mine, i mean whats keeping you from using more? the captain dousent want to loose track?? Or just improve their dmg
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Katejina Grand Admiral Galactic Navy
Joined: February 13, 2010 Posts: 73 From: katejina
| Posted: 2010-08-04 21:38  
If used correctly you can deal a lot of damage with the limit currently
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-08-04 21:39  
Yes please.
Increase the AoE and damage caused by mines.
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SpaceGK Marshal *Renegade Space Marines*
Joined: July 26, 2009 Posts: 323 From: Ontario, Canada
| Posted: 2010-08-04 21:54  
Is it just me or do luth mines do a whole lot more damage?
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Sopwith Camel Grand Admiral Galactic Navy
Joined: March 07, 2002 Posts: 651 From: Toronto
| Posted: 2010-08-04 21:58  
Quote:
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On 2010-08-04 21:54, SpaceGK wrote:
Is it just me or do luth mines do a whole lot more damage?
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Kluth mines are antimatter based, so they deal a lot of hull damage (I think 1 mine is similar in damage to 1 AM Torp). UGTO mines are EMP based and suck.
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2010-08-04 22:13  
ugto have worst mine capabilities,
the use emp mines, so they hurt shields and armor, the explosion does hull
the only have a minelayer frig
to add insult to injury TN mines also do emp damage....
but mines are fun to use if you are kluth
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2010-08-04 23:47  
Mines have a limit on the batches deployable apparently because of 6 mines being deployed in one batch. Imagine the sheer anger of the station who got killed in one second because some guy placed 12 x 5 batches of AM mines very close to the other terminal of a gate, which equals 360 mines. This is pretty much enough to hull an ICC station with 4 armor, 8 shields, and 8 Defense enhancements, and possibly kill too, if 2 players mined the area. Scarabs would by invincible!
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On 2010-08-04 22:13, SpaceAdmiral wrote:
to add insult to injury TN mines also do emp damage....
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Could you explain how? All weapons can deal systems damage to exposed hull below 40%, while EMP damages systems if the hull is exposed on the side being hit, regardless of hull.
Edit - I tested the mines in beta v1.539, and got these values:
Tests conducted -
Single mine damage - deployed mines, and destroyed a mine when it was at 2 gu or less distance.
Mine deploying test - deployed as many mines as possible.
Maximum damage range test - deployed a minefield, and destroyed a mine at various distances.
Systems damage test - deployed a 2-bay minefield while flying at 6 gu/s, rotation of 12 degrees, then positioned the minelayer at centre of the minefield, where average distance was 30 gu, and auto-destructed the mines.
Tested ICC mines in Beta :-
Mines per batch - 6
Maximum batches per mine bay - 2
Maximum damage range - 50 + (2 * level) gu
Damage of 1 mine at point-blank range on frigate active shields - 11%
Systems damaged from 1 batch of mines at 30 gu - 1
Tested K'luth mines in Beta :-
Mines per batch - 5
Maximum batches - 3
Maximum damage range - 60 + (2.5 * level) gu
Damage of 1 mine at point-blank range on frigate organic armor - 13%
Systems damaged from 1 batch of mines at 30 gu - 0
Tested UGTO mines in Beta :-
Mines per batch - 8
Maximum batches per mine bay - 2
Maximum damage range - 55 + (2 * level) gu
Damage of 1 mine at point-blank range on frigate standard armor - 10%
Damage of 1 mine at point-blank range on frigate reflective armor - 5%
Systems damaged from 1 batch of mines at 30 gu - 3
Extras -
ICC can deploy 12 mines per bay at a time, and do general damage on ICC. My frigate was damaged to 28% while doing systems damage test with fore shields and armor plate.
K'luth can deploy 15 mines per bay at a time and do armor damage on K'luth. My frigate was damaged to 31% while doing systems damage test with dual fore armor plates.
UGTO can deploy 16 mines per bay at a time and do hull damage on UGTO. My frigate was instakilled with both single ablative and double standard armor, and damaged to 16% with single reflective armor while doing systems damage test.
Conclusion - UGTO would rock if they had just a destroyer grade minelayer. K'luth rock because they have a cruiser with 5 mine bays. ICC fail because they have least range and probably no EMP damage, contrary to the database.
[ This Message was edited by: Dr. Michael Paradox on 2010-08-05 02:01 ] [ This Message was edited by: Dr. Michael Paradox on 2010-08-05 02:03 ]
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2010-08-04 23:56  
From database:
Thermo-Nuclear Mine
Faction: ICC
Damage Type: Energy, Kinetic, EMP
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Sops Marshal Galactic Navy
Joined: March 07, 2004 Posts: 490
| Posted: 2010-08-05 00:35  
It is just UGTO mines that are worthless.
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The_Enforcer (The Vindicator) Fleet Admiral
Joined: March 05, 2010 Posts: 163 From: another dimension
| Posted: 2010-08-05 01:16  
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On 2010-08-05 00:35, Sops wrote:
It is just UGTO mines that are worthless.
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then why do you think we only have a minelayer frig?
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2010-08-05 02:56  
Quote:
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On 2010-08-05 01:16, The Enforcer wrote:
Quote:
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On 2010-08-05 00:35, Sops wrote:
It is just UGTO mines that are worthless.
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then why do you think we only have a minelayer frig?
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Do you want Carrier Dread has 5 EMP mines?
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-08-05 10:05  
scarab have 5 launcher (cruiser)
i think the main-damage-problems are:
a) to do max damage, the enemy must run over your mines
b) mines (like all projectiles i think) have a maximum number per gadget, which can be active at a time.... for scarab its about 15 mines (5 mines per drop // 3 drops, till the gadget refuse any orders)
same limits do (or seems to) apply for:
- beacons (i think its also ~15)
- missles
- fighters
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2010-08-05 10:48  
Quote:
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On 2010-08-05 10:05, NoBoDx wrote:
scarab have 5 launcher (cruiser)
i think the main-damage-problems are:
a) to do max damage, the enemy must run over your mines
b) mines (like all projectiles i think) have a maximum number per gadget, which can be active at a time.... for scarab its about 15 mines (5 mines per drop // 3 drops, till the gadget refuse any orders)
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It is true that maximum damage is achieved when the subject is hit at point-blank range. However, due to the ships 'saucer' shaped hitbox, the maximum possible damage is done when the mine blasts above/below the target.
Yes, all projectiles including bombs, and till recently, fighters had a limit on active projectiles per device. This is not as issue when using sabots, ARs, torpedoes and cannons because of their low time period of existence.
A Scarab can deploy a maximum of 75 mines (3(batches) x 5(mines/batch) x 5(mine launchers). No wonder its a favoured minelayer...until the cruiser layout update atleast.
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Lazurkri Fleet Admiral Interstellar Cultural Confederation United
Joined: January 20, 2010 Posts: 37 From: Chilliwack, British Columbia, Canada
| Posted: 2010-08-22 16:46  
Why not have Homing mines? Mines that when you get close enough, move towards you? certainly negate the problem I have of laying mines and having people go around them....
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2695 From: tsohlacoLocalhost
| Posted: 2010-08-22 17:48  
Quote:
| On 2010-08-22 16:46, Lazurkri wrote:
Why not have Homing mines? Mines that when you get close enough, move towards you? certainly negate the problem I have of laying mines and having people go around them.... |
| We have had homing mines, they got removed when we released 1.500.
I do not remember the reason for there removal.
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