The state of the game has left Mines behind. As has been pointed out, the only Trait specifically dedicated to improving Mines is ... Hot Pursuit ... and that's it.
So ... basic question ... if you had to redo Mines (somehow), what traits, properties, mechanics would they need in order to not be at such a terrible disadvantage from inception?
Suggestions range from folding the +Torpedo and +Mines Tactical Consoles into a unified +Projectiles Tactical Console, so you don't have to divide up your buffing between Torpedoes and Mines ... all the way up to allowing (your own) Mines to proc Attack Patterns again (including the all important Attack Pattern: Beta). Also, actually having a Dispersal Pattern Alpha III in the game would make a real difference in the effectiveness of Cloaking Tractor Mines as an Area Denial strategy.
Anyone else have thoughts and ideas on what needs to be done to Mines to bring them back up to snuff?
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First of all fix the next to useless mine doffs. Fix the useless mines like the lobi tethered quantum mines that do half the damage of basic quantum mines. Fix the cooldown on Tricobalt mines that are broken again. Add in more types of mine cluster torpedoes. +Torpedo and +Mines Tactical Consoles into a unified is a great idea.
Currently, Mines ... like every other Projectile in the game ... have a maximum top flight speed. When they acquire their targets, they just "insta-shift" into top speed and fly towards their target at whatever their flight speed is.
What I'm getting at is that the game assigns a VELOCITY to Mines (or at least it looks like it), but there's no real ACCELERATION value assigned to them. In other words, they don't increase their flight speed while flying towards a target like a rocket (or other constant acceleration propulsion source) would in space.
Which makes me wonder what Mines would be like if they were capable of applying a constant acceleration pointing towards their selected target(s), which resulted in a variable velocity in flight speed, with no theoretical max limit to flight speed (although with a max aggro radius limit still). You then take that game mechanical adjustment and apply some different modifiers for different Mine Types. Just for giggles, maybe something like this:
Mind you, that's just a matter of looking around at what the game might be able to support now and thinking "well that would be cool..." since it would help differentiate all the Mine types a bit more than just relying on Damage and Shield Penetration. It would make Mines behave differently in actual gameplay, which in turn would add diversity of performance and the creation of a variety of strategies and tactics for how to best employ these different types of weapons.
Wouldn't do everything to get around the fact that Mines are essentially "Delayed Damage" that *might* happen eventually, as opposed to "Instant Damage" (ala Beam Weapons). Also doesn't do anything in particular for "specialty" Mines, like the Nukara Web Mines or the Cloaking Tractor Mines, but those are all special cases anyway that could make use of other options (I like the idea of Nukara Web Mines randomly "interphase jumping" 1 km closer to their target, check once per second, while in flight as a sort of short range teleport proc behavior to make them "slippery" to deal with).
I know I'd appreciate seeing Mines "arm" themselves faster than they do after being deployed, since it seems like they wait about 3 seconds before "blinking" and seeking targets. Additionally, reducing the Shared Cooldown between all Mine Launchers would seem to be something of a no brainer to making the installation of multiple Mine Launchers per ship a more viable option.
And what if the Terran Reputation Tier 4 Traits added Mine Dispersal Patterns to the already existing Torpedo Skills that they affect? That might help boost the value of Mines above their current (sad and forgotten) state.
Protonic Kool-Aid Down The Drain Cruiser
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