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Mine Launcher Revamp (WIP)

borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
In the current state of space combat, Mine Launcher weapons are generally seen as undesirable. Yes, many of them serve specific purposes for which they can be especially effective. But on a whole, if faced with a decision between equipping a Torpedo Launcher and an associated Bridge Officer skill, or the same for mines, the choice is nearly always Torpedoes.

This is seen as a design imbalance. We want players to feel as though everything they can do in the game, and every piece of equipment they can obtain, has a purpose and utility that is on-par with other choices from those same categories.

In an effort to address this inconsistency, we are currently in the process of considering some rather major changes to the way in which Mine Launchers function. This effort includes shifts in two separate core mechanics:

1) Eliminating "Dispersal Pattern" bridge officer abilities, and rolling their functionality into existing Torpedo abilities.
2) Improving the utility of each separate type of mine, in various ways.


Eliminating Dispersal Patterns

As mentioned above, this comes down to an inconsistency of choice. The situational use of Mines when in comparison to Torpedo utility causes the vast majority of players to choose, almost unilaterally, to invest in Torpedo bridge officer abilities over Mine-based ones. Which is actually perfectly understandable - you simply get far more bang for your buck from a Torpedo High Yield, than you do from a Dispersal Patten Alpha, due to the larger number of situations in which Torpedoes can potentially outperform Mines.

This situation is exacerbated by the fact that Mine abilities are unlocked one rank higher than Torpedo abilities (Dispersal I is Lieutenant, while Torpedo I is Ensign).

Under this new proposal, the following changes would be seen by players:

1) Dispersal Pattern Alpha (also known as Mine Trail) would be replaced with Torpedo: High Yield on all existing Bridge Officers, and reduced in rank accordingly.
2) Dispersal Pattern Beta (also known as Mine Spread) would be replaced with Torpedo: Spread on all existing Bridge Officers, and reduced in rank accordingly.
3) Torpedo: High Yield abilities would gain the functionality of Dispersal Pattern Alpha in addition to their existing functionality.
4) Torpedo: Spread abilities would gain the functionality of Dispersal Pattern Beta in addition to their existing functionality.
5) Both Torpedo: High Yield and Torpedo: Spread would be renamed to fit their new dual-functionality.

Once this change was made, players that have both a Torpedo and a Mine equipped and activate a Torpedo bridge officer ability would see both of these weapons display their upgraded firing mode. Activating either the Torpedo or the Mine at this point would consume the firing mode, just as happens currently when multiple Torpedoes are equipped.

(Note: Recall that Mines were recently removed from the "Fire All Projectiles" functionality, so accidentally using your Torpedo Spread on a Mine launcher is not likely to occur unless you've altered your keybinds.)

We believe that this change would allow players to again consider Mine Launchers as a more viable equipment alternative for a wider number of tactical scenarios, since it eliminates some of the cost (in the form of lost utility) that comes from making that choice.


Improving Mine Explosion Effects

The following is our first draft proposal of upgrading the effects of the six core damage types associated with Mine Launchers. These will require further testing and iteration before finalizing their effects, and I'm looking forward to hearing feedback about how each may effect gameplay.

If no mention of damage changes are made, assume that the current damage will remain constant in the new versions of these effects.

In addition to these changes, we're also considering a small increase to the amount of Threat generated by these targets, so that Mines can be used as a valid diversion tactic when facing AI enemies. It's possible that this Threat can be made to scale with the owner's Threat Control skill level, which would add an element of damage mitigation to players invested in this skill (enemies would be shooting something other than you).


PHOTON

- Wider Activation/Chase Radius
- Higher Defense / Sensor Masking

QUANTUM

- Travel Faster once in Chase mode
- Wider Explosion Radius (and explode farther from target)

PLASMA

- Guaranteed plasma DOT (stacks when hit with multiples)
- Small chance to leave behind a Plasma cloud (functions like Warp Plasma)

TRANSPHASIC

- 80% shield bleedthru (starting damage will likely be reduced some)

CHRONITON

- 80% chance to proc movement speed debuff
- Magnitude of debuff reduced from existing version, but stacks when hit with multiple mines

TRICOBALT

- High chance of causing a Spatial Rift which disables ability use within its radius (same as is currently caused by High Yield Tricobalt explosions)
- Each mine in a field has an individual chance of causing this rift, so there's a chance of multiple spawning near a single location.


All of the aforementioned changes have not yet been finalized internally, and there is therefore no timeline available on when (if ever) these changes will eventually make their way to Tribble and/or Holodeck.

One response we've already anticipated is that increasing the viability of Mine Launchers will in turn increase the already existing concerns over excessive entity spam on space maps. This is something we're already taking into consideration. One possible solution that has been considered is reducing the number of mines launched from a single use, while tuning the effects of that mine's utility accordingly. We're not certain at this point that such action will be the correct course to take, nor even whether or not any action will be necessary. These changes may not, in fact, manage to increase the popularity of Mine weapons, which would eliminate the call for additional concern.

All of these proposed changes are largely conceptual at this point, and therefore very subject to change. This also means that it's a perfect time to make your thoughts heard on the subject!
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Post edited by borticuscryptic on
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Comments

  • beezle23beezle23 Member Posts: 0 Arc User
    edited June 2012
    Okay, I can see the powers roll-together making mines more useful.

    I'm not exactly fond of the "more powerful but fewer" approach, however.
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2012
    TBH this change is another aspect of why I disagree with this dev on just about every revamp that is announced. The main fact is people do not seek out how to actually use mines where as I have and I use these and mines on many characters quite effectively and this just is another nerf to one of the many setups that have been broken due to these unneeded revamps and they should be left alone.

    In theory you may have thought this would have been so great... but in retrospect your proposed changes are going to ruin a TRIBBLE load of my boffs in the process turning where I have some torp spreads into HY's which is not cool.
  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited June 2012
    I really dislike the ideas of making the disable effects (plasma mine warp plasma chance, chroniton proc chance, tricobalt rift) stronger.

    Disables, slows and snares have their place in the game, but they are inherently unfun for the person affected. This needs to be balanced to avoid frustrating players. In other words: there is a difference between mechanically balanced as a power and being fun.


    Another thing: any chance you could fix the FAW ignoring [Acc] modifers bug before you open the door for more things that need to be cleared via FAW?
  • rayezillarayezilla Member Posts: 139 Arc User
    edited June 2012
    This makes me way more likely to drop a turret in favor of a mine, or at least carry a few mines around for when I'm in a specific role. I don't see how this is a nerf at all, zeux
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited June 2012
    TBH this change is another aspect of why I disagree with this dev on just about every revamp that is announced. The main fact is people do not seek out how to actually use mines where as I have and I use these and mines on many characters quite effectively and this just is another nerf to one of the many setups that have been broken due to these unneeded revamps and they should be left alone.

    In theory you may have thought this would have been so great... but in retrospect your proposed changes are going to ruin a TRIBBLE load of my boffs in the process turning where I have some torp spreads into HY's which is not cool.

    Your dispersal patterns will be rolled into Torpedo abilities, giving you additional functionality for an ability you already use.

    They will also be reduced in rank requirement (if we can figure out how to do it gracefully), allowing you to free up higher-rank boff slots for other uses.

    Your mines themselves will lose nothing in terms of existing functionality, and only gain.

    How do you lose? What, specifically, do you feel we've overlooked?
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • radkipradkip Member Posts: 0 Arc User
    edited June 2012
    CHRONITON

    - 80% chance to proc movement speed debuff
    - Magnitude of debuff reduced from existing version, but stacks when hit with multiple mines
    I hope you're also taking the Chroniton effects have on PvP into this equation. Even with reduced magnitude, once you get bit by a few, you're likely to be slowed down the whole match depending on how many enemies are dropping chroniton mines (and using chroniton torpedoes/deploying advanced runabouts).

    That said, I am very happy to see that mines are finally being looked at. I think I've only used them once, and that was when I started the game and had no idea how terrible they really are.
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  • dassemstodassemsto Member Posts: 792 Arc User
    edited June 2012
    WORD OF CAUTION:


    Don't make the launchers spam more mines than they currently do! PvP is already unplayable in some situations, because the game lags out when we get too many objects on screen!

    If anything, increase the damage substantially, reduce the number of mines dropped, and make them harder to target.
  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited June 2012
    How exactly is the transition from Dispersal Patterns to Torpedo abilities on exisiting boffs going to look like? What happens to a Dispersal Pattern III in the Cmdr slot? Will this somehow give us the chance to create legacy officers that have HY in a commander slot?
  • alastorforthrighalastorforthrigh Member Posts: 222 Arc User
    edited June 2012
    How about removing the mines period? All they serve to do, and all they will continue to serve to do, is deploy spam that clutters the field making it hard to actually find your target, and occasionally make cloaking completely worthless when a Fedball spreads mines everywhere and huddles together like a bunch of scared kittens.
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  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited June 2012
    How exactly is the transition from Dispersal Patterns to Torpedo abilities on exisiting boffs going to look like? What happens to a Dispersal Pattern III in the Cmdr slot? Will this somehow give us the chance to create legacy officers that have HY in a commander slot?

    Honestly, that bit of this proposal is the top Question Mark in all of this. We don't yet have a solid technical solution. What is mentioned above is what we would like to happen: If you have Dispersal III in a Commander slot, it will become Torpedo III in a Lt Comm slot.

    What happens to the existing Lt Comm power? That's something we haven't actually addressed yet internally. Ideally, no player will lose anything with this transition.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2012
    @borticuscryptic


    TBH its not the updated effects its more of how your proposing to remove the dispersal patterns. Where as I have b'rel setups that use HY's and Disperal Patterns where as if you merge those skills it'll be frustrating having to fix something that isn't broken.

    In retrospect it has to deal with how a player goes out and "Plays it smart" but they are not horrible its just people do not proactively seek out how to make them work properly. Myself in a brel with plasma mines I can handle probes in elite so that can tell you right now that they work fine...

    Also the rolling you speak of will just destroy a lot of my boffs in the action of it which was something you might not have considered along with it crippling my brel setups.
  • capnbluddcapnbludd Member Posts: 17 Arc User
    edited June 2012
    Anything going to happen to my ferengi mines? Or does that energy type stay the same?
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  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited June 2012
    What happens to the existing Lt Comm power? That's something we haven't actually addressed yet internally. Ideally, no player will lose anything with this transition.

    I would like to see nothing happen to the existing Lt. Comm. power but you get your BOFF XP back from the loss of the Commander skill. I would find it very aggravating if I had to go through all my tactical BOFFs and re-choose the Lt. Comm. skill I had, then re-level it.

    I know for many of us at endgame we have plenty of BOFF points but we would need to think of those level toons.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited June 2012
    TBH its not the updated effects its more of how your proposing to remove the dispersal patterns. Where as I have b'rel setups that use HY's and Disperal Patterns where as if you merge those skills it'll be frustrating having to fix something that isn't broken.

    Ah, I see. You're concerned that linking the two means you have to choose to launch EITHER an enhanced Mine -or- an enhanced Torpedo, while under the existing system you can launch both back-to-back. Is that what I'm understanding?

    I'll definitely keep that in mind. As I said previously, we want to try and ensure that existing players only gain from this, not lose. That includes tactical options like you are describing.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • talzerotwotalzerotwo Member Posts: 0 Arc User
    edited June 2012
    I'm liking the proposed changes and 'streamlining of it all', been using mines since day one, mostly because I was bored and just liked the idea of something along the lines of a jumbojet ejecting flairs to counteract oncoming missle whatnot... this seems to be getting close to that idea. Can't wait to try it out when/if it happens :P
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2012
    Ah, I see. You're concerned that linking the two means you have to choose to launch EITHER an enhanced Mine -or- an enhanced Torpedo, while under the existing system you can launch both back-to-back. Is that what I'm understanding?

    I'll definitely keep that in mind. As I said previously, we want to try and ensure that existing players only gain from this, not lose. That includes tactical options like you are describing.

    Yeah its not the changes in effect its the ability where I can fire a TSP3/HY3 and Dispersal Pattern 3 at once where as proposed changes make it where it nullifies that and converts boffs into where I need to redo them all again just to adapt and weaken the setup.

    The one difference I would explain in how the disperal alpha isn't really good though. It just creates a little diamond behind you and if you do 3 it makes 2 of them but isn't as good as Beta.

    TBH though to make the mines cooler and more canon is the effects do not bother me that were proposed but some of them need to have specific fed or kdf touches to them like the self replicating ones from DS9 and something specific for Klingon that doesn't make a gaudy purple look like a hargh peng lol.

    The other thing though is for people who do not know how to use mines that cd is very excessive on the mines usually because they have nothing powering the offense of the mines they wouldn't do much but for my brel setups my mines do more damage than most peoples torpedoes.

    Edit: The thing I was still wondering about setups where if it were merged what would we do with out Commander Ranked skills when it comes to all projectile setups where there would be none at all to use? :D
  • tangolighttangolight Member Posts: 777 Arc User
    edited June 2012
    As someone who uses mines on 2 out of 8 characters, I welcome these changes, especially streamlining the powers into a combined Torpedo/Mine skill.

    As noted previously, the concern about not being able to use an enhanced torpedo and an enhanced mine back to back is valid.

    I'm not sure what could be an effective solution - make it give you two buffs, one for mines, one for torpedoes, so you could use an enhanced torpedo and mine off the same activation? Would that be too powerful though? It doesn't seem like an ideal solution, but I'm not sure what would be a better one if it's keyed off a single ability.

    Another minor one would be that by dropping the tier, you can actually fit less related powers - for example, I currently use a commander dispersal pattern, as well as 3 torpedo skills (1 spread, 2 high yields). With them being the same skills, I would potentially lose out on one use. On the other hand, freeing up my commander slot for something else makes me pretty happy, so this is something I'd be willing to 'lose out' on in the trade.

    As for the increased effects, I'm happy with those. Some people brought up concerns about their power and potential unfun-ness in PVP but unlike Chroniton Torpedos, and certain BO abilities, it's a lot easier to deal with mines proactively, either by avoiding them, or shooting them first, that I doubt it will really be that much of an issue for skilled players.

    Overall, I feel that this general direction for mines is a good one, and I'm looking forward to seeing these changes on the servers at some point.
  • obiwanjabroniobiwanjabroni Member Posts: 146 Arc User
    edited June 2012
    TRICOBALT

    - High chance of causing a Spatial Rift which disables ability use within its radius (same as is currently caused by High Yield Tricobalt explosions)
    - Each mine in a field has an individual chance of causing this rift, so there's a chance of multiple spawning near a single location.

    I tried using Tricobalt Mines ages ago, so I apologize if the following is outdated and wrong:

    Tricobalt mine launchers only launch a single mine. I mean, if you drop a mine then come back to the same location 60 seconds later to drop another, there's a chance of multiple spawning... but I doubt that would happen.

    While we're talking Tricobalt, could you remove the shared cooldown that Tricobalt Mines have with Tricobalt Torpedoes? In addition to being annoying, it is internally inconsistent with other mine/torp interactions. With the long activation time on TricoMines, there is really no reason at all to use one over a TricoTorp.

    Ah, I see. You're concerned that linking the two means you have to choose to launch EITHER an enhanced Mine -or- an enhanced Torpedo, while under the existing system you can launch both back-to-back. Is that what I'm understanding?

    I'll definitely keep that in mind. As I said previously, we want to try and ensure that existing players only gain from this, not lose. That includes tactical options like you are describing.

    Could you grant Torp skills with a lesser version of Dispersal skills but buff and keep the Dispersal skills?

    For example-

    Currently:
    Dispersal Pattern Alpha upgrades attack to launch two clusters of mines

    Revamp:
    High Yield upgrades attack to launch two clusters of mines
    Dispersal Pattern Alpha launches two clusters of mines and increases threat generation
    Spread upgrades to launch a big net
    Dispersal Beta launches a big net and increases mine damage

    This would allow use of both as well as make Dispersal patterns more worthwhile for taking up a higher ranked BrO slot.
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  • suricattasuricatta Member Posts: 230 Arc User
    edited June 2012
    I love the concept of streamlining the skills, it definatly free's up BoFF slots for people that use Mines and Torpedos, although there is certainly a valid concern that people that use mines and torp abilities back to back may loose out. I suppose a solution to this would be that activating the skill would give the player 2 buff's when activated, one consumed by a torp firing and one consumed by a mine firing, so that for me just using Torps I get my buff as usual, plus an extra mine one that I prolly won't use that will expire, or someone that does use mines can use, although this could make the skill maybe a bit too powerful? It would certainly be a huge buff for people that use torps and mines, and would definatly make mines a much more valid option? If you understand my idea J-man?

    As to the changes to damage types, not really sure if they need altering at all the the above BoFF skill changes making them more desirable anyway?
  • edited June 2012
    This content has been removed.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited June 2012
    Honestly, that bit of this proposal is the top Question Mark in all of this. We don't yet have a solid technical solution. What is mentioned above is what we would like to happen: If you have Dispersal III in a Commander slot, it will become Torpedo III in a Lt Comm slot.

    What happens to the existing Lt Comm power? That's something we haven't actually addressed yet internally. Ideally, no player will lose anything with this transition.

    Wouldn't it be better to replace the Pattern III version with a Cmdr level skill, instead of deleting a skill someone may have had trained by someone else?
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited June 2012
    Also, any thoughts of reducing the "spam" nature of mines and making them cloaked by default? This could mix a nice "gotcha" effect with cleaning up the screen.
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2012
    I tried using Tricobalt Mines ages ago, so I apologize if the following is outdated and wrong:

    Tricobalt mine launchers only launch a single mine. I mean, if you drop a mine then come back to the same location 60 seconds later to drop another, there's a chance of multiple spawning... but I doubt that would happen.

    While we're talking Tricobalt, could you remove the shared cooldown that Tricobalt Mines have with Tricobalt Torpedoes? In addition to being annoying, it is internally inconsistent with other mine/torp interactions. With the long activation time on TricoMines, there is really no reason at all to use one over a TricoTorp.




    Could you grant Torp skills with a lesser version of Dispersal skills but buff and keep the Dispersal skills?

    For example-

    Currently:
    Dispersal Pattern Alpha upgrades attack to launch two clusters of mines

    Revamp:
    High Yield upgrades attack to launch two clusters of mines
    Dispersal Pattern Alpha launches two clusters of mines and increases threat generation
    Spread upgrades to launch a big net
    Dispersal Beta launches a big net and increases mine damage

    This would allow use of both as well as make Dispersal patterns more worthwhile for taking up a higher ranked BrO slot.

    My suggestion is this...

    Give an okay to the combine but somehow offer a choice if a TS3 is removed to be able to train it back without having to go searching for a new boff that might be expensive as who knows what just to get it back. Also as well to not eliminate the function of a projectile at the commander tactical skill level and improve the functions of mines and torpedoes make a new skill called Projectile Fire at Will 1 that only exists at the commander level for balance purposes. This way you get an improved ability at commander for not only mines but you wouldn't lose the functionality of having a projectile skill at commander but you could also use the proposed change of being able to use those current torpedo skills for mines as well.

    The only thing about changing them at lower skills is the fact of the global cool downs in place on torpedoes though. The only fix for that is say I make a setup like this TS2 HY2 TS3 HY3 that the global cooldown removed as it is but would still exist say if I used TS3 for a mine attack I wouldn't be able to go and use HY3 for a 2nd mine attack but would be able to use it for a torpedo attack without having to wait 15 seconds for a global cool down.

    As far as the effects the only thing I've disagreed with when it comes to projectiles is the functionality vs canon. Since chronitons were from the 3 part episode the year from hell and they were temporal torpedoes I think they should act a lot like transphasics but maybe do a 20% chance 100% shield penetration and keep the 80% chance that they kill engines/get stuck in the hull :)
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited June 2012
    How about removing the mines period? All they serve to do, and all they will continue to serve to do, is deploy spam that clutters the field making it hard to actually find your target, and occasionally make cloaking completely worthless when a Fedball spreads mines everywhere and huddles together like a bunch of scared kittens.

    Never thought about using them like that in PvP. I like the sound of reducing the potency of cloak with mines. Thanks!!

    I would ask that the changes not go ahead. I don't really want to lose the ability to have a torpedo boff ability and mine boff ability stacked as I go in to combat. Having to choose one over the other and then endure cooldown will kill mines, despite the upgrades you're making to them.

    The proposed upgrades to mines will make them more formidable, yes, although I think a lot of people don't play them as they haven't invested the time to learn to use them properly.

    I've noticed that you neglected to list any improvements to the concentrated tachyon mines. Was that deliberate or an oversight?
  • radkipradkip Member Posts: 0 Arc User
    edited June 2012
    I'll definitely keep that in mind. As I said previously, we want to try and ensure that existing players only gain from this, not lose. That includes tactical options like you are describing.
    How about when a player activates the High Yield button, they get two buffs: One that's used for torpedoes and one that's used for mines. That way, people can still do what they did before, but it's reduced to one power.

    I don't know how technically feasible it is though without coming up with something new. Off the top of my head, I can't think of any powers that give you two buffs for one button press.
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  • clintsatclintsat Member Posts: 0 Arc User
    edited June 2012
    I like combining the skills and varying the mines up a bit.

    At the least, it gives cruisers and sci ships the ability to use mine skills in their ensign slots.

    May need to consider fixing the acc bonuses for weapons when using FAW to control the spam though...
  • alanburchalanburch Member Posts: 0 Arc User
    edited June 2012
    While we're talking Tricobalt, could you remove the shared cooldown that Tricobalt Mines have with Tricobalt Torpedoes? In addition to being annoying, it is internally inconsistent with other mine/torp interactions. With the long activation time on TricoMines, there is really no reason at all to use one over a TricoTorp.

    This in one of my chief wishes.

    I also agree with the thought of making mines more lethal in general but I am concerned with combining Torp/Mine BOFF powers if it takes away the option to "stack" Torpedo and Mine attacks back-to-back. (Perhaps it would be better to keep BOFF abilities separate but lower the rank-requirement for mine abilities.)
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited June 2012
    A lot of good feedback already in this thread. Thanks so much for offering your thoughts!

    I wanted to pop back into the thread and mention another Mine improvement that's being made on Tribble, that will help address some of the "spam" concerns.

    Mines, targetable torpedoes, and fighters now have their UI reticles turned OFF by default. This means that, unless you choose to manually re-activate them from your UI display, you will no longer see the reticles of these entities, regardless of whether they are Friend or Foe.

    This adds additional utility to mines in particular, because they already have a passive "Mask Energy Signature" ability built into them making them very difficult to spot unless you are within about 2-3km of them (or have a very high Sensors skill, or Stealth Detection). When you combine these elements, you have mines that are largely undetectable until moments before they activate, that are now also missing the "tell" that comes from having their targeting reticle pop onto the screen.

    If you'd like to witness this reticle change in action, check out the Tribble test server! It will be in our next build (which should be today, if everything goes well).
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited June 2012
    In the current state of space combat, Mine Launcher weapons are generally seen as undesirable. Yes, many of them serve specific purposes for which they can be especially effective. But on a whole, if faced with a decision between equipping a Torpedo Launcher and an associated Bridge Officer skill, or the same for mines, the choice is nearly always Torpedoes.

    I agree.
    In an effort to address this inconsistency, we are currently in the process of considering some rather major changes to the way in which Mine Launchers function. This effort includes shifts in two separate core mechanics:

    1) Eliminating "Dispersal Pattern" bridge officer abilities, and rolling their functionality into existing Torpedo abilities.
    2) Improving the utility of each separate type of mine, in various ways.


    Eliminating Dispersal Patterns

    As mentioned above, this comes down to an inconsistency of choice. The situational use of Mines when in comparison to Torpedo utility causes the vast majority of players to choose, almost unilaterally, to invest in Torpedo bridge officer abilities over Mine-based ones. Which is actually perfectly understandable - you simply get far more bang for your buck from a Torpedo High Yield, than you do from a Dispersal Patten Alpha, due to the larger number of situations in which Torpedoes can potentially outperform Mines.

    This situation is exacerbated by the fact that Mine abilities are unlocked one rank higher than Torpedo abilities (Dispersal I is Lieutenant, while Torpedo I is Ensign).

    Under this new proposal, the following changes would be seen by players:

    1) Dispersal Pattern Alpha (also known as Mine Trail) would be replaced with Torpedo: High Yield on all existing Bridge Officers, and reduced in rank accordingly.
    2) Dispersal Pattern Beta (also known as Mine Spread) would be replaced with Torpedo: Spread on all existing Bridge Officers, and reduced in rank accordingly.
    3) Torpedo: High Yield abilities would gain the functionality of Dispersal Pattern Alpha in addition to their existing functionality.
    4) Torpedo: Spread abilities would gain the functionality of Dispersal Pattern Beta in addition to their existing functionality.
    5) Both Torpedo: High Yield and Torpedo: Spread would be renamed to fit their new dual-functionality.

    Once this change was made, players that have both a Torpedo and a Mine equipped and activate a Torpedo bridge officer ability would see both of these weapons display their upgraded firing mode. Activating either the Torpedo or the Mine at this point would consume the firing mode, just as happens currently when multiple Torpedoes are equipped.

    (Note: Recall that Mines were recently removed from the "Fire All Projectiles" functionality, so accidentally using your Torpedo Spread on a Mine launcher is not likely to occur unless you've altered your keybinds.)

    We believe that this change would allow players to again consider Mine Launchers as a more viable equipment alternative for a wider number of tactical scenarios, since it eliminates some of the cost (in the form of lost utility) that comes from making that choice.


    Improving Mine Explosion Effects

    The following is our first draft proposal of upgrading the effects of the six core damage types associated with Mine Launchers. These will require further testing and iteration before finalizing their effects, and I'm looking forward to hearing feedback about how each may effect gameplay.

    If no mention of damage changes are made, assume that the current damage will remain constant in the new versions of these effects.

    In addition to these changes, we're also considering a small increase to the amount of Threat generated by these targets, so that Mines can be used as a valid diversion tactic when facing AI enemies. It's possible that this Threat can be made to scale with the owner's Threat Control skill level, which would add an element of damage mitigation to players invested in this skill (enemies would be shooting something other than you).


    PHOTON

    - Wider Activation/Chase Radius
    - Higher Defense / Sensor Masking

    QUANTUM

    - Travel Faster once in Chase mode
    - Wider Explosion Radius (and explode farther from target)

    PLASMA

    - Guaranteed plasma DOT (stacks when hit with multiples)
    - Small chance to leave behind a Plasma cloud (functions like Warp Plasma)

    TRANSPHASIC

    - 80% shield bleedthru (starting damage will likely be reduced some)

    CHRONITON

    - 80% chance to proc movement speed debuff
    - Magnitude of debuff reduced from existing version, but stacks when hit with multiple mines

    TRICOBALT

    - High chance of causing a Spatial Rift which disables ability use within its radius (same as is currently caused by High Yield Tricobalt explosions)
    - Each mine in a field has an individual chance of causing this rift, so there's a chance of multiple spawning near a single location.


    All of the aforementioned changes have not yet been finalized internally, and there is therefore no timeline available on when (if ever) these changes will eventually make their way to Tribble and/or Holodeck.

    One response we've already anticipated is that increasing the viability of Mine Launchers will in turn increase the already existing concerns over excessive entity spam on space maps. This is something we're already taking into consideration. One possible solution that has been considered is reducing the number of mines launched from a single use, while tuning the effects of that mine's utility accordingly. We're not certain at this point that such action will be the correct course to take, nor even whether or not any action will be necessary. These changes may not, in fact, manage to increase the popularity of Mine weapons, which would eliminate the call for additional concern.

    All of these proposed changes are largely conceptual at this point, and therefore very subject to change. This also means that it's a perfect time to make your thoughts heard on the subject!
    Ah, I see. You're concerned that linking the two means you have to choose to launch EITHER an enhanced Mine -or- an enhanced Torpedo, while under the existing system you can launch both back-to-back. Is that what I'm understanding?

    I'll definitely keep that in mind. As I said previously, we want to try and ensure that existing players only gain from this, not lose. That includes tactical options like you are describing.



    I really like this, and I think its a really good looking proposal so far.

    I agree with obiwanjabroni that it would be good if you could look into the functionality of tricobalt mines and their shared cooldowns with Trico Torps, as well as the lack of functionality with what will become the new Torpedo Spread?

    That is to say, Torpedo Spread does nothing right now for Tricobalt Torpedos.

    It does not increase their damage.

    It does not fire multiple Tricobalts.

    Its on a 30s rech for a Torpedo that has a shared cooldown with other Tricobalt Torpedos and yet Tricobalt Torpedos have a 1 minute cooldown.


    Unless you are saying we will be able to fire multiple tricobalt torpedos with this skill, some other ideas might be faster flight speed and/or higher defense making it harder to shoot them down.



    Anyway this is a great initiative on your part, and what I've seen you doing now in the forums with regards to looking for long standing powers balance issues that need to be dealt with.

    Its this kind of interaction that has a positive impact on the community, and I really wish you luck and success with this continued endeavor.


    (P.S. and when you have a chance to look, I posed a question to you on the intended functionality of Inertial Damps in the Chroniton Thread you posted in the PvP subforum.)
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited June 2012
    I find this to be very interesting, particularly the idea of adding Threat Generation to mines. A tank cruiser could use this setup with just one skill to cover both a fore torp and aft minelayer, and be better able to do their job with some interesting new tactics. Or an escort might have a reason to swap out one of their rear turrets for some area control and pursuit-discouragement. Lot of potential here. Cool.
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