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Coeus Grand Admiral Sundered Weimeriners
Joined: March 22, 2006 Posts: 2815 From: Philly
| Posted: 2010-08-22 17:54  
They sucked, that's all I remember about 'em.
_________________ Do I really look like a guy with a plan?
'I'm gonna go crazy, and I'm taking you with me!'
ICC Security Council Chief Enforcer
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2010-08-22 20:22  
minefields can still kill a dreadnaught outright. theyre fine, if not still too powerful.
_________________ Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-08-23 04:40  
Quote:
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On 2010-08-05 10:48, Dr. Michael Paradox wrote:
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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enough mines to get a Dread from 100% hull / armor to <80% hull if they all hit
and alway remember if the enemy is good enough to dodge mines, try detonating them manually (they deal a good amount of aoe-damage as well)
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-08-23 05:04  
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)
same limits do (or seems to) apply for:
- beacons (i think its also ~15)
- missles
- fighters
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there has to be a limit. The server can only handle so many in-game objects at a time.
Mines are fine. Perhaps ICC mines need a boost.
They only do damage if u run over them, or if detted nearby. And they are subceptible to PD n pulsing.
_________________ ... in space, no one can hear you scream.....
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*Obsidian Shadow* Grand Admiral
Joined: January 03, 2010 Posts: 316
| Posted: 2010-08-23 06:59  
i hear that kenny i spotted a k'luth scarab putting mines down near a gate so i just kumped near that general direction and fired a pulse wave.... he was not impressed
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SPaRTaN Z Chief Marshal
Joined: June 26, 2009 Posts: 235
| Posted: 2010-08-23 08:37  
Kluth mines are also most effective because of levelled weapons id say.
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SPaRTaN Z Chief Marshal
Joined: June 26, 2009 Posts: 235
| Posted: 2010-08-23 10:06  
Kluth mines are also most effective because of levelled weapons id say.
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Rebellion Marshal Faster than Light
Joined: June 20, 2009 Posts: 730 From: sol
| Posted: 2010-08-23 10:24  
Double post fail.
_________________
\"War does not decide who is right, but who is left\"
\"I stopped fighting my inner demons we're on the same side now\"
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Antra Admiral Agents
Joined: February 16, 2002 Posts: 657 From: Grand Rapids, Michigan
| Posted: 2010-08-23 10:30  
Even UGTO mines are deadly. UGTO minelayer frigate can instagib itself with its full load of mines -- manual detonation and suicide for the lose. That's...impressive, considering I didn't think they could deal that much damage. I haven't done that with ICC mines yet, but since I did it to myself twice in a row I think it might have been me being unused to EMP mines' blast radius.
Anyone know if EMP mines have a higher blast radius than TN?
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