Nuclear mines are not creating a large problem as I see it as they are not that dangerous and are easy to deal with.
Surely the devs would do more good focussing on what they are doing for the new mod instead of trying to fix a weapon that is not broken.
if anyone here should be making threads about mines, it should be me.:lol:nukes are fine. although i would edit stats of the less effective ones to be more competitive with the nuke.
to the suggestion - if the mine drain 5k energy from my core, i sure as hell expect it to follow and hit the ship im currently targetting with a speed of at least 360 mps and cruise disrupt it as a bonus.
Thing is, nukes are limited and they use an already "packaged" explosives. You don't build them from the powercore, instead you have 70 to use and that's it, just like torpedoes.
Now, mini razor as it is a cannon, works like a gun, it taps into the powercore, takes a big sip from it and discharges it in the form of antimatter.
Also if 10000 nukes spammed bother you - mount that ****ing CD and let hell scourge Earth. You can't imagine how fun it is to CD a fighter spamming nukes. I remember draining an Eagle just by disrupting his nukes since I had to dodge a lot.
Let's see... I don't use mines very often because every time I shoot one I tend to hammer myself. However as someone who has faced plenty of minespammers, I tend to just stand back and let him drop all of his nukes before I actually start firing. I don't believe that they're too hard to avoid and for balance reasons I can see the power drain. More variants of mine would be nice, though.
According to wiki there are many features that possibly can be experimented with:
Explosion Statistics:
Hull Damage
Shield Damage
Explosion Radius
Detonation Range //Nuclear and Nomad 6m, others 4m Mine Statistics:
Lifetime //can't be too high especially combined with high refire - server issues; now: all 10s
Self Safe Time //all 4s
Seeker Range //all 400m
Top Speed
Acceleration //all 200m/s^2
Hit Points //all: 2HP Dropper Statistics:
Energy Drain
Refire Rate //all 1/s
Hit Points Cost:
Dropper Price //doesn't matter that much unless ridiculously high (see: Cheetah Thruster case)
Ammo Price
What can be made when changing those?
Super Nova Antimatter Mine: small detonation range, large explosion radius, long self safe time & seeker range, slow, low refire, powerful, long lifetime, high energy drain (so it can't be launched by fighters). High dropper price?
SPAM mine: high refire, low seeker range and explosion radius, weak, short lifetime, cheap.
Stalking mine: very low refire, very long lifetime, high seeker range & long self safe time, high price?
CD-resistant mine: pretty normal (=ripper) except for astounding amount of hitpoints and ammo price
High sensitivity mine: large detonation range and seeker range (=> long self safe time)
It's just a matter of finding cool names and balancing a bit.
Feel free to PM me regarding any grammar/spelling/other language mistakes I have made in my posts.
Seriously, launch a CD at a target, when there are more than 140 people online, and it goes all WEE around the target.
I bet you're using a TCD. Try a Mosquito, I've found they're much better for combat situations.
But anyway, I concur with Smokey. There's nothing wrong with them.
[17:45:39] Wolfs Ghost (Murphy): Tom, you have problems. Go kill yourself.
[19:25:12] Johnny (Jam): Tomtom, I will beat you with a spoon.
[14:22:56] Prarabdh Thakur: KILL HIM WITH A SHEEP.
[17:40:48] Eagle (Junes): Tom should be slapped with a spoon.
[11:32:18] Warspite: Thank you for being so awesome Tom. <3
[18:17:36] Metano: I love you tomtom
[20:06:24] Warspite: I will seriously give you epic head.
' Wrote:Edit: also, Tomtomrawr, fappin' like a boss.