Posts: 3,192
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead
Both are interesting ideas. For now we'll start with increasing direct impact damage and reducing the explosion radius (as @"Bloodl1ke" suggested), and see how it goes from there. It's really hard to hit the stats right because it's impossible without live playtesting, and that takes a while. Overall, one step closer to making it "balanced" and have its intended use. The two you suggested could also be implemented as an addition, we already have plenty of unused mines (anything that's not a nuke or a screamer basically), but let's see how this new one will act first. We already have plans to make all mines viable in one way or another, which includes multiple EMP options as well.
With their use against caps, I meant that they definitely have (or had) their purpose, but it's not -as- effective as you'd expect. From someone who flew bombers the most in my disco lifetime, I usually used them on ships standing still or thrusting in a straight line, or when a turret steering cap would face and/or focus me to make him ram it or distract his aim.