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Tethered Quantum Mines are the most fun I've had in a while

So, last night I made a fantastic step in my ongoing mission to acquire all things Hirogen for my Alien Hirogen character. I took advantage of the Key Sale Extensions (thanks Cryptic!) and snag a 20 pack, which was enough to get me the Lobi to pick up the first of the three Hirogen space set pieces. Naturally, I opted for the Tethered Quantum Mines, because of the three items they sounded like the most amusing. That, and it was an excuse to finally get rid of the Hirogen Escort's awful default transphasic torpedoes I was still lugging around (seriously? They use the torpedoes designed to penetrate shields despite primarily being equipped with Tetryon Weapons designed to strip shields? No wonder they're going extinct.)

Anyways, by default the tethered mine launcher only spawns a pitiful two mines. Amusing, but not all that impressive. So naturally I dialed that TRIBBLE up to 11. Hot Pursuit trait (double mine tracking range)? Check. Dispersal Pattern Beta III? Check. Kijran, the Hirogen DOFF that sometimes causes a tethered quantum mine to spawn when you use a dispersal pattern? Check.

The results are nothing short of glorious. With DPBIII, the launcher launches what appears to be 8 of the buggers, with Kijran sometimes handing me a 9th. All I have to do is point my ship at a target, rip through the shields with the tetryons, then watch in glee as a swarm of mines race around my ship and slap into the unfortunate victim.


No clue how efficient it is for the DPS compared to, say, a third turret, but by golly I love it. Also, I know on one hand that a group of regular quantum mines would be 16 with DPBIII, but I've played pretty regularly with mines in the past and I know full well how unreliable that they can be. Both the dispersal pattern and the actual release need to be timed pretty perfectly to get the most of out of, and even then it can be hard to actually get them to activate in time to strike exposed hull rather than crash "meh"ly onto shields. But with these guys? I can have them ready to go, floating merrily behind my ship long before a shot has been fired and fly the net right where I want them to be.

Really and truly, I love these things. I almost felt bad for the Elachi Battleships I was testing them on.

Comments

  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Problem:

    Those and the Nukara mines get no extra modifiers when going from rare to VR.
  • sorceror01sorceror01 Member Posts: 1,042 Arc User
    lucho80 wrote: »
    Problem:

    Those and the Nukara mines get no extra modifiers when going from rare to VR.

    And? The guy sounds like he's having fun.
    Last time I checked, [Fun] wasn't a modifier.
    ".... you're gonna have a bad time."
  • saurializardsaurializard Member Posts: 4,404 Arc User
    Obligatory scene from Galaxy Quest, AKA the TRUE Star Trek 10:
    https://www.youtube.com/watch?v=UXjew1RL9wM
    #TASforSTO
    Iconian_Trio_sign.jpg?raw=1
  • lopequillopequil Member Posts: 1,226 Arc User
    They're a bit prone to not triggering. When I'm flying around in my Kazon raider it often takes a few passes before the mines start chasing the target. It is nice having mines an autofire though, so there's that. I suggest you get the long range cannon next.
    Q9BWcdD.png
  • boachevboachev Member Posts: 131 Arc User
    lopequil wrote: »
    They're a bit prone to not triggering. When I'm flying around in my Kazon raider it often takes a few passes before the mines start chasing the target. It is nice having mines an autofire though, so there's that. I suggest you get the long range cannon next.

    Yeah, it's next on my list. The console alone is pretty boring, it's just modifiers. BUT getting it will also allow me to use the tetryon sniper blast, which will be a fun reward in itself.

    Right now, my planned weapon load-out will be something like:

    Fore- Photon Torpedo Launcher of some kind, Destabilizing Tetryon DHC/DC, Destabilizing Tetryon DHC/DC, Long Range Destabilizing Tetryon Cannon

    Aft- Tethered Quantum Mine Launcher, Destabilizing Tetryon Turret, Destabilizing Tetryon Turret

    Photon Torp up front is to spam out chances to proc the confusion from Intimidating Strikes (go go Hirogen traits!), and with all those Tetryons I like to have some kinetics at my disposal to take advantage of it. Also need to find out if Intimidating Strikes procs off Torp Spread (seems likely) because, again while not super efficient, I like the idea of sowing chaos.

    Also still can't find a clear answer on DHCs vs DCs. Best answer I've seen so far is "use one of both, so it looks like you have quad cannons which is cool."
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited February 2017
    lopequil wrote: »
    They're a bit prone to not triggering. When I'm flying around in my Kazon raider it often takes a few passes before the mines start chasing the target. It is nice having mines an autofire though, so there's that. I suggest you get the long range cannon next.

    I like the long range cannon (Doesnt fire as often as other cannons and is not as cool for the long range effect)..

    Nice ship btw :p

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • lopequillopequil Member Posts: 1,226 Arc User
    Always go for dual cannons (not heavy) when you're using a weapon type with a fancy proc (e.g. Dominion polaron or your destabilising tets), so you can maximise the chances of it triggering. DHCs do similar damage but fire less often.

    Consider using the quantum phase torpedo up front if you're really keen on stripping shields and you like to be colour-coordinated.

    Just a heads up though, don't set your expectations too high when it comes to the sniper blast.
    Q9BWcdD.png
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