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kurg
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Posted - 2004.02.13 18:59:00 -
[1]
mine size: 5
siege launcher capacity: 3
WTF?!?!
even the paranoid has real enemies...
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MooKids
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Posted - 2004.02.13 19:02:00 -
[2]
Hahaha, that is funny, someone must have been sleeping at QC. Devs to the rescue! -------------------------------- CCP can patch away bugs, but they can't patch away stupidity. |

Anna Heart
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Posted - 2004.02.13 19:28:00 -
[3]
Mines... please make them worth using as well as fitting in luanchers... a frig with a MWD is able to zip through a whole feild to a gate only substaining minor armor damage... I wonder why no one used them when they were useable...  InfiniCorp, Lunatic at Arms
When you think of picking a fight remember this, I've got a big gun, and the insanity to use it. |

Phoenixgurl
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Posted - 2004.02.13 20:50:00 -
[4]
wow awsome bug! |

kurg
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Posted - 2004.02.17 02:07:00 -
[5]
well id say make mine about 1.5 in size and give them the power of a torp (ie same size)
even the paranoid has real enemies...
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Brolly
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Posted - 2004.02.17 02:53:00 -
[6]
Damn!, you got here before me! 
Deffinatley the most intense nurf of all, so powerful they are now rendered useless. Damnit!, I really needed them too as there aren't any fireworks, you can create a chain reaction with them can't you?, using a powerful catalyst of course.
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Enraku Reynolt
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Posted - 2004.02.17 02:58:00 -
[7]
they are the only launcher item that hasnt had its size lowered but even back when m-12 has 12 cargo, 2 mines per launcher was crap ------------------------------------------------ Do not let the world change you. Change the world
Here's everything I know about war: somebody wins, somebody loses, and nothing is ever the sa |

Mon Palae
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Posted - 2004.02.17 03:04:00 -
[8]
Quote: they are the only launcher item that hasnt had its size lowered but even back when m-12 has 12 cargo, 2 mines per launcher was crap
Not only were 2 mines per launcher crap but mines are so bloody big they cram your cargo hold out of all proportion to their usefulness.
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Jacob Molari
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Posted - 2004.02.17 03:14:00 -
[9]
Havent seen these.
I know we used mines to great effect back a few months ago. Completely shutting off a few choke systems.
Of course, we deployed more than 1200...
Indies, cruisers, and frigs just melted. Battleships lost their shields. The only problem was that the cans and corpses blew up too.
I haven't tried the mines in a few weeks though, patch might have changed them.
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Enraku Reynolt
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Posted - 2004.02.17 03:16:00 -
[10]
still, 6000 cargo to move those mines out 5 cargo for 30 damage hours to place cause of reload and cycle times use like your was few and far between ------------------------------------------------ Do not let the world change you. Change the world
Here's everything I know about war: somebody wins, somebody loses, and nothing is ever the sa |

Gan Howorth
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Posted - 2004.02.17 11:16:00 -
[11]
Edited by: Gan Howorth on 17/02/2004 11:17:57 Perhaps it might be a good idea to take a nice leaf out of homeworlds book here.
Make the deployment of a mine "pack" in one go create a 4 by 4 self adjusting sheet of mines perpendicular to the direction of travel.
Make them move towards objects such as ships under there own power at a slow rate which gets faster the closer and larger the ship is. (small range of say a couple of km and speed of 100m/s)
Give them suitable AI so that they dont drift towards eachother or the corp or gang memebers of the person that laid them.
Make them return to their laid positions when object moves out of range.
Make their payload very high, equivalent to a somewhere between a heavy and a cruise missile.
Make deployment an aggressive act.
Sentry guns would destroy them, as would npc navies/concorde unless belonging to same entity.
Reduce size (goes without saying really).
All done!
P.S make a mine specific launcher module(s)
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Venkman
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Posted - 2004.02.17 11:40:00 -
[12]
Make it a special launcher that can be equipped to an industrial. A weak indy used as mine layer sounds like a good alternative.
Venk --- Dr. Peter Venkman and Gottfried the pet skunk
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Shannon Foraker
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Posted - 2004.02.17 12:30:00 -
[13]
Quote: Make it a special launcher that can be equipped to an industrial. A weak indy used as mine layer sounds like a good alternative.
Venk
Excellent idea!
========================= Shannon Foraker Tactical Operations |

nails
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Posted - 2004.02.17 12:38:00 -
[14]
Right now mines are useless in eve. 10 of them might take out an ibis if your lucky, and the stupid ibis driver ran into that many. Hopefully tech II mines do way more damage and we can at least get into a bit of armor damage on battleships with them. Also if mines could be a little smarter, and fly/attach to anything that comes within a certain range of them, say 5k. That would rock. I think right now CCP just doesn't want to make them too powerful so that people don't lay massive minefields around gates/stations.
Isn't that what a minefield is for though? ------------------
http://ota-corps.otaku.jp -- Anime l33t level
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KIAHicks
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Posted - 2004.02.17 13:10:00 -
[15]
It's probably their best fix to the mine lag problem :)
Keenon: "After sitting in the system for FIVE hours without even a (go away)"...
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Chai N'Dorr
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Posted - 2004.02.17 13:17:00 -
[16]
Mines were funny when you put them at a Jump point in a system. But they were just that... funny. Bit like throwing a roo on an air cushion. Hardly damaging, but good for a nice sight.
Don't know if the incredible lag with using mines has been fixed. If not, that might be the reason for CCP to not do anything with them.
My guess is that CCP will seriously look at it when POS comes out and the ability to occupy and 'control' pieces of space. Not before that...
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