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Chronoton Mine Nerf?

selraxxxselraxxx Member Posts: 89 Arc User
I've noticed the Engineer Kit power "Chronoton Mines" now seems to have a 6-8 second activation time as opposed to the old 2 second time... that's when they decide to explode. I've seen enemy npcs just walk all over them after they should have been activated.

Is this a nerf or a bug? :confused:

They're pretty much worthless right now.
[SIGPIC][/SIGPIC]
Post edited by selraxxx on

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    tucker84tucker84 Member Posts: 113 Arc User
    edited November 2014
    I am sure that the explosion is not as strong as before. But that happened a few month ago. They did something with the mines imho.
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    selraxxxselraxxx Member Posts: 89 Arc User
    edited November 2014
    tucker84 wrote: »
    I am sure that the explosion is not as strong as before. But that happened a few month ago. They did something with the mines imho.

    Now they don't explode at all. Didn't notice this until really recently.

    The mines will even de-spawn while enemy npcs walk over them, never activating. :(
    [SIGPIC][/SIGPIC]
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    brothabennybrothabenny Member Posts: 18 Arc User
    edited November 2014
    I was on Defera earlier today and tried to use my Chroniton Mines against approaching groups of Borg - my usual defence when badly outnumbered by borg. It was disturbing just how often the Borg would walk right over them and the mines didn't respond at all - they just sat there and eventually disappeared because they had expired. Last time i was on Defera the mines worked fine and that was only a few weeks ago.
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    tucker84tucker84 Member Posts: 113 Arc User
    edited November 2014
    selraxxx wrote: »
    Now they don't explode at all. Didn't notice this until really recently.

    The mines will even de-spawn while enemy npcs walk over them, never activating. :(

    Oh, really? I didn't try to use them since the patch yesterday. Did you notice this problem after the patch? :mad: Those are my favourite toys on ground...
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    selraxxxselraxxx Member Posts: 89 Arc User
    edited November 2014
    I noticed it prior to the last patch. Maybe the patch before that.
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    angrytargangrytarg Member Posts: 11,001 Arc User
    edited November 2014
    It's been like this for a while now and it was actually an intented nerf. Someone figured engineers were OP shortly after they introduced mix and match ground kits (because suddenly everyone could slot the best kits at once. DUH!). Since mines are an engineers primary weapon they increased the activation timer so you just can't spawn your mines in enemy groups and watch them fly anymore. Best is to pair with a sci who slows or roots the whole group before you drop the mines.
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    sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited November 2014
    Seems to work well for me. I haven't noticed any change in the past month.
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    selraxxxselraxxx Member Posts: 89 Arc User
    edited November 2014
    And now they barely work at all.. when they do.

    Great going cryptic.
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    selraxxxselraxxx Member Posts: 89 Arc User
    edited November 2014
    tucker84 wrote: »
    Oh, really? I didn't try to use them since the patch yesterday. Did you notice this problem after the patch? :mad: Those are my favourite toys on ground...
    angrytarg wrote: »
    It's been like this for a while now and it was actually an intented nerf. Someone figured engineers were OP shortly after they introduced mix and match ground kits (because suddenly everyone could slot the best kits at once. DUH!). Since mines are an engineers primary weapon they increased the activation timer so you just can't spawn your mines in enemy groups and watch them fly anymore. Best is to pair with a sci who slows or roots the whole group before you drop the mines.
    Seems to work well for me. I haven't noticed any change in the past month.

    I dunno... Maybe I should switch mine modules and see if there's any difference.
    [SIGPIC][/SIGPIC]
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    norobladnoroblad Member Posts: 2,624 Arc User
    edited November 2014
    they still work fine. Just differently.

    Now, they only explode if walked on. Before, hitting 1 set off all of them usually.
    Now, the blast radius seems smaller. So is the activation radius -- they need to step ON a mine.
    Now, the activation time is much longer.

    Basically, you cannot run up to a platoon and scatter mines at their feet anymore.
    Melee mines tactic is still good (strafe the enemy and melee to knock them into a mine) so long as you are smart about how much stuff is shooting you when you run out to hit them.

    Stacking them still works (using terrain to get them to cluster in a tiny spot). This is useful for extra tough enemy -- you know, the guy has 10 million hit points but does not drop 10 million hit point armor or shields, he just has bullet and bomb proof skin but you can't skin him to make armor either.

    They are far from worthless but are no longer an IWIN button.
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    ecotec1983ecotec1983 Member Posts: 0 Arc User
    edited November 2014
    Only problem i have had is that they seem to have a random timer. One Defera instance they explode in 5 seconds, next instance they explode after 10-15 seconds. It almost feels like server lag is not activating in a consistant manner as most issues for me seem to occur when the invasion zone is packed.
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    futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited November 2014
    Don't seem to be any different to me.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited November 2014
    This just in!

    Engineers still make a mockery of ground content since 2409! :cool:
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited November 2014
    The arming delay was increased with the kit revamp when they also reduced the damage of Chroniton Mines and Transphasic Bomb. The longer delay may be intentional, but it is not documented anywhere.

    Delay of 6.5 seconds not mentioned in descriptions of Chroniton Mine Barrier (Holodeck ticket #2,853,430)
    Waiting for a programmer ...
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