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Mines, variety needed

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Mines, variety needed
Offline chopper
07-30-2008, 04:58 PM,
#1
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

It's a bit boring with one type of mines used by everyone, don't you think?
Every single person with half a brain will use a Nuke mine layer on his fighter/bomber.
So, I thought about making the other mines a bit more useful. Not in terms of damage, but in blast aoe and/or speed.

For example, what I'd propose is.. Ripper mines upped to some 80% damage of the nuke mines.
That means around 8k.
+ it would need to be faster then a nuke mine. That means, either up it to some 100 speed, or lower Nuke speed to 60.
I'm in favor of the second option, as the Nuke mines are already pretty damn good.
So, it would look like this


Ripper Mine
Damage - 8.000
Speed - 80
HP - 20.000

Nuke mine
Damage - 10.000
Speed - 60
HP - 25.000

HP is important, though few people know about it. You maybe noticed that a nuke mine can be activated with mini-razor.
It'd be silly to have a Ripper mine, which does 8k damage, to have only 6k HP.
As it is now, with 6k, it can be activated with guns easily.

So, whatdya think?

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
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Offline Internity
07-30-2008, 05:00 PM,
#2
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Posts: 726
Threads: 12
Joined: Feb 2008

My opininon is that we should let both mines at same speed.
Mines with speed 80 are the best.

LNS Ithaca
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Offline chopper
07-30-2008, 05:01 PM, (This post was last modified: 07-30-2008, 05:02 PM by chopper.)
#3
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

Yes, but why would you take a Ripper mine over Nuke then?
It's variety and balance.
This way, if you like more damage - you'll choose a Nuke mine.
If you like more speed - you'll choose a Ripper.

In your case, Nuke is better in each stat.

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
  Reply  
Offline Telbasta
07-30-2008, 05:01 PM,
#4
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Posts: 282
Threads: 28
Joined: Jul 2008

You realize that your change to the ripper would make it more effective than nuke mines, for much cheaper, right? Even 8,000 explosion damage can still destroy any vanilla fighter in a single hit.

Anyways... I'd like a mine that has a very large explosion radius, zero movement speed, detonates after 4 seconds, and does only shield damage (minimal amounts of shield damage)

The use:
-You're running from someone, you try to go through a trade lane, but the enemy can come right in behind you. If you had this mine, you could drop it right before you enter the trade lane, and when it explodes it does enough shield damage to knock out the trade lane ring so nobody can pursue behind you.

Would be nice for lane hackers as well, could drop the mines to keep a lane disabled while pirating a cargo ship, instead of having to turn and manually shoot the lane.

[Image: 1e1j07.jpg]
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Offline chopper
07-30-2008, 05:04 PM, (This post was last modified: 07-30-2008, 05:04 PM by chopper.)
#5
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Posts: 2,476
Threads: 31
Joined: Oct 2007

Actually, it wouldn't be more useful. It would have the same speed as a Nuke has now.
And in some cases, mines with lower speeds are even better hitters.

Another thing, what makes you believe there will be vanilla ships in the next version?
Damage can be tweaked to some 7.000, or 7.500, but that's it.

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
  Reply  
Offline Panzer
07-30-2008, 05:08 PM,
#6
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

Well, originally there was a division between rapind flyer-seekers with lower damage and the slowpokes you didn't want to touch.

And it would really be interesting if mines had more HP. No more train CD to ruin a mine spammer's day. Then the only option would be to outwait the mine.

Hmm... How about this: Nuclear mines haveing slightly worse tracking and speed... nothing belowe 80 anyway (Cuz hitting another fighter with a mine is a matter of luck or your opponent's carelessness) It would deal a tad more damage too - so that no matter if the plane's 1.0 or not - it touches the mine, it dies.

The new ripper would be different. Better tracking and speed. Not as much damage as the nuke (Only 1.0 ships would be at a disadvantage), but waay increased duration time compared to nukes. Just so that you had a choice - hit hard IF you hit. And hit relatively well WHEN you hit.

Maybe a shield-buster mine? A nuclear explosion unleashes an EMP (it drops a VHF shield anyway, so no change needed) Just maybe some very efficient anticap mines for trashing the shield?

[Image: Vxqj04i.gif]
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Offline Blodo
07-30-2008, 07:01 PM, (This post was last modified: 07-30-2008, 07:01 PM by Blodo.)
#7
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

Mines would be too easy if you wouldn't be able to destroy them with CD. Would just allow people to spam them like no tommorow and hope for a lucky kill. At least CD is a valid counter to people who try to spam mines senselessly.

Anti shield mine would be cool though.
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Offline Manni
07-30-2008, 07:14 PM,
#8
Member
Posts: 249
Threads: 6
Joined: Mar 2008

Making an EMP-Mine is pretty easy, gimme the stats and i make it:P
Oh yea, i will make another video if you post me stats:laugh:

EDIT:
Mines should always be destructible by guns or CD's

[Image: 23kw1o0.jpg]
With daily Laserlight-show!
My own Freelancer-Firework! Inspired by Jazz
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Offline chopper
07-30-2008, 07:14 PM,
#9
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

Nah, they disappear after some 5 seconds or so. So that wouldn't be the problem.
But I'm totally against upping their HP to that level.
Also, I think CD would trigger them no matter how much you increase HP.
Nukes currently have 25k HP and CD makes some 300. It still triggers it.

Anyway, using CD's against nukes requires skill, and I'm against removing this.
If you'r spamming nukes without shield, you deserve to die. That simple.

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
  Reply  
Offline Telbasta
07-30-2008, 07:17 PM,
#10
Member
Posts: 282
Threads: 28
Joined: Jul 2008

anyone know how much shielding a trade lane ring has?

[Image: 1e1j07.jpg]
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