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Charged and Burst mines

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Extirminator:

--- Quote from: Daft Loon on June 15, 2015, 10:51:35 pm ---Where do you find the dimensions of the ships? the most i can see anywhere is the profile area for the hull/balloon.

If you fly into it a loch mine wont break the mobula's armor either because it loses damage to AoE outside 15m and the trigger range is 20m. 5/15 meters of loss is 1/3 of the 80% max loss so does only 73.3% of its damage (165% of standard mine damage).

Edit: another odd thing i have noticed is overkill armor damage from mine chain reactions still causing no hull damage, do mines triggered at once apply all their damage in the same instant rather than the primary then secondary way most guns do (allowing secondary to do hull)? or have i been setting up tests that do exactly the armor damage time after time?

--- End quote ---

The data is not available publicly anymore.

I was assuming perfect conditions of no damage falloff, which certainly happen if you just land the mine in-between the ship hit-box and 15m away from it.

Yeah, I believe what Watchmaker was saying before about the direct and aoe damage being calculated together in the aoe hit. So it could very well be that the values are just added together at one instance rather than two consecutive ones.

Daft Loon:
Yet more testing  :D

How to trigger mines:
Mercury - 2 shots, 1 charged
Hades - 5 shots
Banshee - 4 shots
Artemis - 2 shots
Light flak - 3 shots - with heavy clip to actually hit this seems to be the fastest outside mercury arcs
Flare - too many - mines seem to not take fire stacks to balloon or "hull"
Gatling - 15 shots
Light Carronade - 9 shots - standard mine range with heavy clip.

Mercury and Artemis are always good and with heavy clip banshee, light flak and Gatling are too.
Probably the best way to make use of burst mines.

Fun fact: With stamina arcs and a mine launcher on the bottom of a spire you can loch yourself in the balloon.

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