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A unique buff for the screamer?

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A unique buff for the screamer?
Offline Sand-Viper
12-13-2016, 07:25 PM, (This post was last modified: 12-13-2016, 07:26 PM by Sand-Viper.)
#21
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@Auzari Oh.. Welp, shows what I know, heh. It's hard to keep up with the wiki being out of date. I actually wouldn't mind helping update the wiki, though the trouble is that I'm not sure how to edit wiki pages.
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Offline nOmnomnOm
12-13-2016, 07:28 PM,
#22
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(12-13-2016, 06:51 PM)Auzari Wrote: okay, well, first of all, it takes more than one nuke to kill another ship, (unless you're in a weak hf+or LF)

and disabling something would be op because it'd just be spammed, particularly if outnumbered, or in group fights, or mixed fights. Having a snub buzz around a cap to constantly disable it would be overpowered.

The tracking is already good enough to blast someone's shield down, it was insanely good before, along with the shield damage. I have doubts of this being coded in because it literally isn't worth anyone's time, nor is there any available coder - primarily due to the hard nature of even trying to implent it.

It's fine as it is.

@Sand_Spider the screamers explosion radius + ammo count+ shield damage was nerfed.


It's fine as it is, but would be nice to have something special.
And since you are being so realistic, how effective have mines been to be spammed in your examples of group fights for instance?

The rate at which mines hit isn't so high as you make it out to be.
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Offline Backo
12-13-2016, 07:36 PM,
#23
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(12-13-2016, 07:25 PM)nOmnomnOm Wrote:
(12-13-2016, 06:45 PM)Bloodl1ke Wrote: Why are they not equally useless in your mind?

Rate of fire/hit potential.

By that logic Nuclear mines should be inferior to other means of hull busting. But alright.

Republic of the Sword and Sun
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Offline nOmnomnOm
12-13-2016, 07:36 PM,
#24
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(12-13-2016, 07:36 PM)Bloodl1ke Wrote:
(12-13-2016, 07:25 PM)nOmnomnOm Wrote:
(12-13-2016, 06:45 PM)Bloodl1ke Wrote: Why are they not equally useless in your mind?

Rate of fire/hit potential.

By that logic Nuclear mines should be inferior to other means of hull busting. But alright.

Well if you want to compare other means to mines.... yes.
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Offline Ramke
12-13-2016, 07:45 PM,
#25
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Screamers reign supreme because of their instant deshielding. Especially in bombers, where the main part of the battle is fighting someone's shield so you can instantly nuke them with a snac.

If you aren't experienced in using mines then naturally the hit ratio is very low. Most of the bomber aces can easily land one out of two combined with CDs, they are very hard to avoid generally if someone experienced is using them.

They are fine as they are. The fact that it does 100% damage to snub shields makes it the ideal choice compared to the nuke's 90%, along with making you survive longer as it doesn't do hull damage.

The bomber's only damaging weapon that's sensible to use against snubs is the snac, and the two harmonize perfectly.
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Offline nOmnomnOm
12-13-2016, 07:55 PM,
#26
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Alright, well... I just was curious about a weapon that can affect powercore greater than just a little bump down.

[Image: zBEqQfl.jpg?1]
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Offline aerelm
12-13-2016, 07:59 PM, (This post was last modified: 12-13-2016, 08:27 PM by aerelm.)
#27
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What you're suggesting was already doable with the pre-nerf Screamer, so imo it's not really the matter of usefulness of a mine with nothing but plain EMP properties, but rather its current damage output. When Screamer had 30k-ish damage, its main use wasn't deshielding fighters in one go, but either deshielding bigger ships (esp. transports) a lot faster than guns could, or in case of snub pvp, "disabling" snubs in dogfights by dropping a screamer on them when their shields were already down, which could effectively dry their core and make em sittin' ducks for a few seconds before they could actually start shooting again, which is pretty much what you're suggesting. Basically, you could just hit an EMP bomber with a screamer and then joust it heads-on without having to worry about getting snac'ed cause the bomber's core would've been sitting at 20% or so.

Fighting people who knew how to use a screamer for anything other than insta-deshield in duels was sure annoying before the stats change, regardless of what class of snubs were in the fight. The reason that tactic, along with other uses of screamer outside fighter 1v1 don't seem that reliable anymore is mainly due to the current stats. With 14k emp damage per direct hit (which means no more than 10k probable damage if trapped, which is not that much more than a direct nuke) the slightly higher shield damage and slightly better tracking doesn't really seem like a reasonable trade-off for doing practically no hull damage at all, so even an EMP bomber would be better off just going with nukes and gun+nuking the shields and the hull down rather than going with screamer and trying to mine the shields and gun/snac the hulls.

tl;dr - No need for any fancy codes. The balance team just need to redo its stats so it can be a reliable alternative to nuke across the board, rather than the "just for LFs, those fighters who go full-hullbuster, or people who don't know how to use nukes and keep blowing themselves up" sort of minedropper it's currently turned into.

P.S: That's kinda ironic though, thinking about it... Seems like the high shield damage on screamer was considered a problem when used against fighters, even though the high damage was intended for other purposes, so by nerfing the damage to half or so, every other use of that mine was effed while it still remains just as useful for insta-deshielding snubs.
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Offline NOVA-5
12-13-2016, 08:02 PM,
#28
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Duel it up in a rock loaded system like Tau 23 with your nuclear mine's &
see the difference to the Screamers. *BOOM* Then you'll see your answer.
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Offline nOmnomnOm
12-13-2016, 08:04 PM,
#29
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(12-13-2016, 08:02 PM)NOVA-5 Wrote: Duel it up in a rock loaded system like Tau 23 with your nuclear mine's &
see the difference to the Screamers. *BOOM* Then you'll see your answer.

Create a suicidal situation for yourself and see the difference.
O.K.


@aerelm ty for the response.
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Offline Backo
12-13-2016, 08:14 PM,
#30
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Oh, they've nerfed the shield damage itself as well? So now the Screamer is on the level of the Inferno - not really useful unless really niche. I'd say giving it the old shield damage would be good, given the AoE radius has already been nerfed. Ok, now I see why you don't like the Screamers anymore nomnom.

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