Ah, I was hoping this would be about all the unused mine droppers out there, and how to create more variety in mines. Oh well.
I don't see much problem with nukes. But then I don't see much problem with your arguements about how to change them, either. My issue is with what you said about the Chimaera/Katana.
See, these ships may be on the "lighter" side of the VHFs, but they're still VHFs. While variety is a necessity in all types of ships, there are some thing that need to be standard all across the board for balanced gameplay. I don't mean that mines have to be one of these "standard" things, but if we remove mines from the Kusari ships, we'll have to remove mines from several other "lighter" ships as well, lest the Kusari players start whining about how unfair things are for them. And I don't see enough of a positive effect from this in order to condone actually doing it.
Although it might be interesting to consider this: Rogue_91 mentioned LFs, and I started thinking about the difference in cargo space between LFs, HFs, and VHFs. What if an LF could only carry 50 units of any given type of ammunition, an HF 60, and a VHF 70? It would make more sense, taking the actual size of each ship into account. But again, not entirely necessary. Just an observation.
Also: Kusari ships aren't really made out of balsa wood and rice paper, guys. They may be a bit less armored than their neighbors' ships, but that doesn't mean that any one attack should insta-kill a Kusari VHF any more than it should insta-kill another VHF.
There's no problem with nuclear mines. If your opponent spams them, just stop following them and chuckle as they fly around in circles dropping nukes everywhere. I hate one hit kill weapons especially when you can get a lucky hit which ends a fight.
Someone spamming nukes? Spam TCD back to them. Simple solution, and chuckle as they end up blowing themselves up. Same thing as with a torpedo bomber really.
That said, there's only 2 types of mines in use in the entire Disco mod, by players: Screamer and Nuke variations. Variants wouldn't be a bad idea. Some with faster tracking, quicker/slower activation, smaller/larger blast area, shorter/longer lifespan perhaps. Or even a mine with a cruise disruptor effect tied to it, not sure how useful it would be, but in furballs it could put the kybosh on drifters.
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' Wrote:That said, there's only 2 types of mines in use in the entire Disco mod, by players: Screamer and Nuke variations.
I don't think I'm alone in using Ripper Mines on a lot of my ships. They're not as powerful as Nukes, and are therefore less "dangerous" to use, but they still do a lot of damage. The ammo is also slightly less expensive, so you don't lose as much money when you die with a hold full of Ripper Mines.
Still, slightly less damage for slightly less cost hardly makes a real "variant" of the Nuke mines. I like your ideas on how to change things up.
Rippers are useful. They move faster, and are easier to hit with than nukes.
Mindless spamming of nukes is easily dealt with by finding the culprit and spamming CDs at them. They stop when they realise every mine they drop explodes as soon as they drop it.
A light fighter's main purpose (as I see it) is nuke placement and detonation. Although to be fair, I tend not to fly LF's due to the fact they make me dizzy. Seriously. I start to feel sick. Q_Q
Problems with nuke mines? Easy solution: Train CDs. They are so effective at taking out mines that if timed right you can blow up the ship spamming the mines by CDng them just as they are coming out of the ship and thereby catching the ship in it's own mine blast.
But...
I don't even find CDs necessary to deal with mines, I just simply and oh so easily, dodge them.
' Wrote:Problems with nuke mines? Easy solution: Train CDs. They are so effective at taking out mines that if timed right you can blow up the ship spamming the mines by CDng them just as they are coming out of the ship and thereby catching the ship in it's own mine blast.
Word starts with L and ends with AG
...
Seriously, launch a CD at a target, when there are more than 140 people online, and it goes all WEE around the target.
Most of you are missing the point.
I actually know how to counter Nuclear mines, thank you.
Obviously if someone suggests something it has to be a Q_Q over here.
I have a problem with Nuclear mines, yes, but not because I run into them, but because even I tend to press that 'drop mine' button more often then I should.
And I still fail to see what is wrong with my suggestion. Pinpoint it, please. Answers like 'Nuke mines are fine!' aren't really helpful, unless you explain why it is better now then it would be with my suggestion implemented.
I simply want to make a more efficient weapon out of it, in terms of tactics.
You will have to learn to use them. Just like you have to learn to use SNAC, even against gunboats.
As I see it, a weapon that does 18k damage should use more energy then it does at the moment.
Hell, even Reinforced CD uses more energy then Nuclear mines, how does that make any sense?
If it drops your power-bar to half when you drop it, you will have to learn to use them.
And all you are saying is 'learn to evade them'.
Sorry, but I prefer 'learn to use' over 'learn to evade'.
And if that 'learn to evade' logic was implemented before, we'd still have dual novas from 4.83.
Buuut... we don't.
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