Info > Feedback and Suggestions
Phobos Mine Launcher: variable launching distance
Kharthynogus:
My biggest frustration with the Mine Launcher is the inability to vary how far mines are launched and deployed. I'd like to see a function incorporated that allows you to do so. I see it working like this:
The longer you hold down the mouse button, the further it launches. A quick click will drop the mine and deploy its balloon almost immediately (0.5s), while holding down the mouse button to maximum will launch it the full distance before deploying the balloon (3.5s). It would take 3 seconds for the launcher to charge to maximum launching distance -- 1 second for every second added to the balloon deployment delay.
Depending on balance issues, the actual arming of the mine's warhead may need some changes if this function was added. Personally, I'd like mines to always arm 0.5 to 1 seconds after the balloon deploys, no matter how far the mine is launched. Thus, a "dropped" mine would arm in 1 to 1.5 seconds, while a fully launched mine would arm in 4 to 4.5 seconds.
Another factor that would most likely have to be adjusted would be the reloading time of the launcher. Currently it is 4 seconds, but with this function added, where it takes additional time to launch the full distance, it might be reasonable to take the time down to 3 or even 2 seconds.
This function would make minelaying less dependent on the position of the ship, allowing gunners to drop mines precisely where they want to. It would also open up some interesting gameplay options, where an airship could drop mines immediately behind them to shake off a pursuing enemy or quickly lay a few mines as they cross the path of a less maneuverable airship.
Squidslinger Gilder:
Hmmm. I like that idea. It would mean you could drop other ammo type rounds at different distances.
Unfortunately I think the community would rally to get mines removed after it was implemented. They'd go berserk because the competitive scene would turn into nothing but mine throwing matches.
As for the usage. You can already do this in game. I've fended off ships with mines in situations where I was at a huge disadvantage. They make perfect escape tools because captains are forced to evade them or risk potentially getting blasted around. What it really takes is people to just take time with the mines, learn their distances and what the ammo types change. I've been running Munkers (Junkers with all mines) for weeks since they were added. Crews are shocked and terrified about flying with me when I do, they think its all a gag, and then by the end of the match they are having the most fun they've ever had in game. I teach them how to master the mine launcher and then they get really deadly with it. If you are going to teach new players how to change up ammo types and why, the mine launcher is a wonderful tool.
The trick to mines is simple...predict the enemy ship movement and fire accordingly. Gunners can't shoot directly with mines, they have to plant them and also keep in mind a pilot's evasion capabilities. If they take that into account, they'll place the mines in the position where it cannot possibly be evaded. They also can set up traps where they force and enemy to move in the direction they want them to where they can hammer them with mines and the opposing ship has no means of escaping it.
Pilots also have to setup situations to do this. So really it is an advanced weapon which takes not only a good gunner but a good pilot who can position the ship in the best spots to take advantage of the mines.
Plasmarobo:
--- Quote from: Gilder de Unfettered on August 12, 2013, 04:05:41 am ---If you are going to teach new players how to change up ammo types and why, the mine launcher is a wonderful tool.
--- End quote ---
This. Mines are super powerful, and very difficult and tactical to use. I've seen them absolutely obliterate teams on a competitive level, and cause havoc whenever they're uses even somewhat effectively. But Gilder is right: Ammo types, ammo types, ammo types.
Having a variable launch setting would probably require a re-write of the gunning code, and while it'd be cool, I'd rather see it on an entirely new weapon (sky torpedo, altitude charge, time bomb) than modifying the wonderful proxy mines. They aren't really supposed to be lobbed directly at other ships. You want to use them for area denial. If you're really good, you'll get a gunner who can lead them perfectly, but personally I find my depth perception sucks too much (also I never gun).
Kharthynogus:
This is the part where I regret even attempting to take my original idea and "balance" it or make it interesting.
Really, all I want to be able to do is just drop mines in place -- no launching great distances or lobbing at ships. I just wanna poop them in place. I attempted to incorporate that into something that would allow both the pooping and the flinging for the sake of creative minelayers, but honestly all I really care for is the pooping. Hell, we can completely lose the lobbing of mines for all I care. I just want to lay mines like a normal minelaying ship :(
N-Sunderland:
Load the mine launcher with lochnagar, and there you go.
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