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poll : mines |
Antdizzle
Joined: February 07, 2003 Posts: 860
| Posted: 2004-06-13 14:25  
are mines to be used as they are now? offensive weapon or be put back into hvy weapon slot where they actually are used for laying minefields Vote:
1) mines should have thier own slot.
2) mines should go into the hvy weapon slot and actually be usefull
so... vote....
2
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Dempster Grand Admiral
Joined: August 03, 2003 Posts: 668
| Posted: 2004-06-13 14:37  
i agree, you'd even see TC's loaded with nukes before, but its not like its an easy thing to fly, one wrong move and u nuke yourself =P
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Hawk™ Cadet
Joined: July 22, 2003 Posts: 570 From: Lagtopia, Lag system.
| Posted: 2004-06-13 14:54  
2
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2004-06-13 15:10  
That's kind of a leading question..
"Would you prefer mines have their own slot and be worthless, or be in the heavy weapon slot and see some use?"
Not exactly a fair poll...
Regardless, I've heard plenty of complaints about this... we'll look at how the weapons/heavies/mines are setup in the future, as people seem to miss their minelayers.
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-06-13 15:26  
Well i got a new suggetion then.
i would go for 3) Mines keep theyr mine slot however each side get a cruiser hull mine layer, obviously the main focus is on the mines like the bomber cruiser of the Kluth is for bombing.
but it should have some weapons so it can be used for a fight as well
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- Axi
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Darksworde Marshal Pitch Black
Joined: September 06, 2002 Posts: 806 From: The Zoo
| Posted: 2004-06-13 15:48  
2. I want mines and mine damage back exactly as it was b4!
_________________ Live by the sworde, die by the sworde
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Rocki Grand Admiral
Joined: August 13, 2002 Posts: 1029
| Posted: 2004-06-13 16:07  
3) implement the minefield idea.
however i'd settle for 2, i miss my nuke shell/scarab
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Fatal Command (CO) Chief Marshal Fatal Squadron
Joined: November 27, 2002 Posts: 1159 From: Back in Texas and noticing some ppl are like canoes.....they need to be paddled.
| Posted: 2004-06-13 16:08  
ac miner.....youre dead....
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AdmBito Grand Admiral Sundered Weimeriners
Joined: October 04, 2002 Posts: 1249 From: Its hard out here for a pimp
| Posted: 2004-06-13 16:40  
The poll you have put forth is a bit loaded, as Shig stated above.
However, mines aren't nearly as useful as they were before for a few reasons:
1. They are able to be detected and seen without a scanner. This enables clearing easily, and efficently, before or during a defensive minefield is being set up. If one is managed to be set up, the likelyhood that it will be run through are slim to none.
2. No ships can mount them in large enough numbers to set up a large minefield, should it be undectable, quickly without the field being blown up before the 15 minute timer starts to go off. (The largest capacity for mines is 3, on the ICC minelayer destroyer.)
3. Minelaying ACs were just plain cool.
4. K'luth are left without a good minelayer ship. With all the complaining of K'luth ships having mines and reloads, anyone who didn't have a scanner when assaulting a planet, or who kept following a Ganglia closely deserved to be blown up anyways.
5. UGTO: see K'luth, no effective minelayers now.
I've included another rant just to show this isn't a new concern.
Bito
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Puppies gotta die, too.
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-Viper- Fleet Admiral
Joined: July 26, 2001 Posts: 55 From: UK
| Posted: 2004-06-13 17:06  
2!
AM miner scarabs all the way
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2004-06-13 19:42  
The only problem with the mine-laden ships is that, light fighters, they had a tendency to lag out the servers..
But hey, what's a little more lag, eh?
And while a dedicated mine layer isn't a bad idea, the freedom to mod ships into minelayers is a bit more fun, mainly because that way, attackers won't actually KNOW that it has mines until they're already too close to avoid them (if you're good). It just adds a bit more suspense and strategy to the game. So that's why the mod ability is a bit more fun.
But we'll see.. we'll have to figure out what to do about this, as our current balance plans/strategy do not have the mines going back to the heavy slot.
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Dempster Grand Admiral
Joined: August 03, 2003 Posts: 668
| Posted: 2004-06-13 21:18  
since mines were invisible there was no lag!
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Dempster Grand Admiral
Joined: August 03, 2003 Posts: 668
| Posted: 2004-06-13 22:10  
oh and shig, fix the turning lag
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CowboyFunk Vice Admiral
Joined: December 28, 2003 Posts: 145 From: ?
| Posted: 2004-06-13 22:52  
2) <-------
only icc gets mines
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2004-06-13 23:24  
I'm on it, Demp, thanks.
And I don't think mines for only one faction is a good idea. Maybe I could see limiting mines between factions, though that's not much fun. I prefer mines that have specialities, like we have now...
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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