Info > Feedback and Suggestions
more diverse mines
Plasmarobo:
The only problem I really see with this is that's not how the ammo works. I would involve writing an entirely new set of rules for ammo just for the mine launcher. I think some of the ideas might just work (incendiary maybe?) but the effects are a bit more subtle than you want.
Adding different kinds of mines (*cough* skytorpedo *cough*) could be cool to see though, and might be able to better realize your ideas!
Additionally I doubt the chem-spray mine will happen unless guns can add negative fire stacks. (Cue everyone shooting chemwachas at allies).
Kharthynogus:
I first read that as:
"Cue everyone shooting Chewbaccas at allies"
Rainer Zu Fall:
--- Quote from: Plasmarobo on August 15, 2013, 09:28:56 am ---The only problem I really see with this is that's not how the ammo works. I would involve writing an entirely new set of rules for ammo just for the mine launcher. I think some of the ideas might just work (incendiary maybe?) but the effects are a bit more subtle than you want.
Adding different kinds of mines (*cough* skytorpedo *cough*) could be cool to see though, and might be able to better realize your ideas!
Additionally I doubt the chem-spray mine will happen unless guns can add negative fire stacks. (Cue everyone shooting chemwachas at allies).
--- End quote ---
As he already said, they do apply. A lochnagar mine launcher for example is now able to shoot only one round that deals massive damage upon hit. I'd like to see them having a bit more effect too, though!
I'd really like to see a flying torpedo too, this would be quite a nice idea. But first we should wait for the heavy flak to be changed before talking about that to avoid similarities.
Sprayer:
I believe incendiary mines already always set ships that hit them on fire and they add 1 to 7 fire stacks to random components. (Had Spud Nick run into the mines I placed from his Mines of Mortar a few times :P)
Besides the ammo for minelaunchers is already diverse enough. Not only do the different ammo types to lay mines on different distances (which I believe is the primary purpose to have different ammo types on mine launchers) but I love seeing enemy ships running into my mines and imagining wether they should ready their fire extinguishers against incendiary mines, their spanner against charged mines or prepare to have long ways to walk against burst mines or do their last prayer against loch mines.
Not having specific looks for the different mine types gives it a little mario cart feel.
Squidslinger Gilder:
Mines do provide chance to ignite already. Normally you'll get about 2 components or so ignited with 5 stacks of fire. Incendiary I've noticed does add to this.
Yeah if you want to really do some fun stuff with mines then I refer to my Sky Torpedo posts. That is literally a huge propelled mine.
The ammo and usage of mines is fine as is. You don't really want to mess with them. I'd personally like them to return to the dmg levels they had in dev app before release but you would be seeing ships wreaked much quicker.
Lot of people have a concept of mines being defensive weapons only. Backs of squids or galleons being prime locations. I thought that as well until I played around with Munkers, initially just for fun. Mines are domination weapons. All you need is 1, 2 is better, and you can keep an enemy team locked down. I've outlasted 3 v 1 engagements because my miners placed the mines perfectly and we locked down all 3 ships. The amount of dmg being spread around was enough to force them off their attack and buy my allies time to come back in. When they did, they had easy times cleaning up the crippled ships.
Mines however, don't have a ton of killing power. It takes a few to be able to crack hulls. Which is why you need your ally to be able to kill for you.
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