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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Starkiller Torpedo/Regular Mines

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Starkiller Torpedo/Regular Mines
Offline Jamez
10-13-2008, 10:08 AM,
#21
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Posts: 1,571
Threads: 80
Joined: Feb 2006

I'm glad these issues have been brought up, Mine Droppers at the moment are dominated by the clearly-superior Nuclear mine.

There should be more viable options; the Ripper should be buffed, or the Nuke should be nerfed so that they are more equal.

The suggested Starkiller buff gets a thumbs-up from me. No-one uses it.

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Offline Othman
10-13-2008, 11:08 AM,
#22
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Posts: 2,011
Threads: 49
Joined: May 2007

We need at least one more type of torpedo and mine. Be it a revamp of something else already existing or not.

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Guest
10-13-2008, 11:49 AM,
#23
Unregistered
 

I'v in the past made a thread regarding my view on Mine Variety

Explosive Mines - Does 85% Less Damage to Shield
Razor Mine - h:2500 s:300 speed:70 refire:0.5
Driller Mine - h:3500 s:450 speed:60 refire:0.4
Cutter Mine - h:5000 s:600 speed:50 refire:0.3
Nova Mine - h:7500 s:1125 speed:40 refire:0.2

EMP Mines - Does 85% Less Damage to Hull
Smoldering Mine - h:300 s:2500 speed:100 refire:0.5
Burning Mine - h:450 s:3500 speed:90 refire:0,4
Scorching Mine - h:600 s:5000 speed:80 refire:0.3
Inferno Mine - h:1125 s:7500 speed:70 refire:0.2

Explosive / EMP Mines at their lowest (Razor / Smoldering) class will have the highest speed and refire rate; While at the highest (Nova / Inferno) class will have the lowest speed and refire rate.

Having dual mine types would allow Spatial's second mine slot to be used more efficiently making the ship actually usable within fights. In addition, having the mines do 85% Less Damage against the armor type they weren't meant for, stops the use of a single high powered mine as both a shield killer and a hull killer.

(as for the naming i tried to keep it to names already used in game for hull damaging mines, and shield damaging mines based off the name of the Inferno as an anti-shield weapon.

Edit: Currently there are 11 different mines, this setup only has 8, leaving 3 to be removed or edited for some other use. One such mine i had thought of was a Cluster Mine specifically for the Spatial, a stationary mine that exploded after a few seconds doing no damage, releasing a field of stationary mines over an area (this though i think would take too much to get to work, or would be impossible, however if it could be done itd make a greater variety of tactics within fights.)
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Offline Kell
10-15-2008, 12:49 AM,
#24
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Posts: 17
Threads: 1
Joined: Sep 2008

I *hate* the idea of the Nuclear mine (with it being the only DIFFERENT mine)

Why not have specialized mines and have a Nuclear mine be a expensive, WRECK ONLY drop. (honestly, its sold in like 2 places, which TBH half the houses don't visit (kusari and liberty)

Also: Make some BLINDING and whatnot. Special uses.
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Guest
10-15-2008, 11:47 AM,
#25
Unregistered
 

' Wrote:I *hate* the idea of the Nuclear mine (with it being the only DIFFERENT mine)

Why not have specialized mines and have a Nuclear mine be a expensive, WRECK ONLY drop. (honestly, its sold in like 2 places, which TBH half the houses don't visit (kusari and liberty)

Also: Make some BLINDING and whatnot. Special uses.


*cough*, my suggestion?
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Offline El Nino
10-15-2008, 11:54 AM,
#26
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Posts: 1,248
Threads: 25
Joined: Dec 2007

' Wrote:Explosive Mines - Does 85% Less Damage to Shield
Razor Mine - h:2500 s:300 speed:70 refire:0.5
Driller Mine - h:3500 s:450 speed:60 refire:0.4
Cutter Mine - h:5000 s:600 speed:50 refire:0.3
Nova Mine - h:7500 s:1125 speed:40 refire:0.2

EMP Mines - Does 85% Less Damage to Hull
Smoldering Mine - h:300 s:2500 speed:100 refire:0.5
Burning Mine - h:450 s:3500 speed:90 refire:0,4
Scorching Mine - h:600 s:5000 speed:80 refire:0.3
Inferno Mine - h:1125 s:7500 speed:70 refire:0.2


Unfortunatly shield damage cannot be below 1/2 of hull damage... it can be higher thou... so "hull busting" weapons are not an option.

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Offline deluca
10-15-2008, 11:18 PM,
#27
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Posts: 95
Threads: 23
Joined: Aug 2008

Perhaps the Light fighters should be able to mount a starkiller torpedo

Again this is last minute and im not sure how it would be done as i have no experience modding

But light fighters have very little firepower as it is

And flying a raven claw i can easily take down a scimitar etc.. without it even scratching my hull

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Offline Orin
10-15-2008, 11:23 PM,
#28
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Posts: 3,124
Threads: 75
Joined: Aug 2008

No, Starkillers are severely outclassed by high-end missiles; which light fighters can indeed equip.

There's no need for light fighters to be able to equip any type of torpedo systems. Though I believe a few can, such as the Loki equipping Mini Razors.
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Akumabito
10-15-2008, 11:23 PM,
#29
Unregistered
 

' Wrote:Unfortunatly shield damage cannot be below 1/2 of hull damage... it can be higher thou... so "hull busting" weapons are not an option.


That's not true, I've played mods with hull busters that did nothing to shields but ate hulls like candy.


As far as mines, guns, or anything else, there really is no reason to have the lesser versions in, they are really for single player. Even if you bump them up people will still use the best one, not the second best one.
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Offline AJBeast
10-15-2008, 11:32 PM,
#30
Member
Posts: 1,477
Threads: 55
Joined: Aug 2008

Ye know what id like to see , stationary mines. Like 0 speed , but loads of damage.
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