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Modulating Competition Mine launcher has been pre nerfed too much, it needs a balance pass.

pottsey5gpottsey5g Member Posts: 4,165 Arc User
I has hoping this would have been fixed by now after how poor it performed on tribble. The new Modulating Competition Mine launcher has been pre nerfed far too much making it next to useless compared to basic mines. Why is it every time we get a unique mine launcher it made rubbish compared to normal mines?

Quantum Mine base damage = 8056 damage x4 mines dropped = 32,224 or with beta3 that’s x14 = 112,784
Competition Mine base damage = 5639 damage x4 = 22,556 or with beta 3 that’s x14= 78,946

This is after around 70hits with each mine over a mission. Max hit shields/hull
Quantum Mine = 10,590 / 312,041
Competition Mine = 6,772 / 250,443

Next I looked at average damage per mine
Quantum Mine = 4,747
Competition Mine = 3,606

I just don’t see why anyone would want to use the Modulating Competition Mine the only purpose of mines is to do damage and the Modulating Competition Mine is both very expensive and very low damage compared to the basics quantum mines.

Both the Modulating Competition Mine and Tethered quantum mine need a balance pass. The Tethered mine drops half as many mines as normal so even with the extra hits you do around about half the damage output and the Modulating Competition Mine should have the same base damage as other quantum mines.

Comments

  • pweistheworstpweistheworst Member Posts: 986 Arc User
    ALL mines NEED to be buffed in the following ways:

    1) All mines should be invisible/cloaked to enemy players until they have locked onto a target and are moving to attack a target.

    2) All mines should lock onto enemy ships from a greater distance AND should lock on much faster.

    3) All mines should move AT LEAST twice as fast to their target IMMEDIATELY after they lock onto a target.

    Right now the game moves too fast for mines to be of much use. Even the quantum mines that are towed behind the launching ship are TOO SLOW to lock on and move toward their target.

    If the devs can't make those kinds of changes to make mines useful then the devs should just get rid of mines and add a dilithium store feature that lets players "cash in" mines and mine-related consoles for refined dilithium.

    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    I don't think the lock range needs changing as it has just been increased a vast amount but the rest I agree with. Mines are invisible at range.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Maybe mines and torps will be looked at with some more attention on the next mechanics evaluation. Hopefully, they won't be treated as something that is "too hard" to work with.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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