Hello everyone! I'm just wondering if I'm the only one who likes the new Cloaked Tractor Mines as a reward for the mission this week?
I'm already sending e-mails to my fleet members to remind them to have these ready the next time we make a run on Kitomer Accord!

Take that Borg ships!
I was reading other posts from people that they hate the new mines. :eek: :rolleyes:
If cryptic could do something to help PVP WITHOUT affecting STF and other PVE missions, then I'd say go for it. However, that's not how STO works.
When Cryptic Nerf's something, everyone and everything gets hit. So I say leave the mines alone and to all PVPer's "fire at will", "p.h." and "a.p.o" are your best freinds!
Comments
You forgot GW.
Sure they are easy to destroy, but people have to keep in mind that you're usually being attacked at the same time and 1 second can literally be the difference between life and death. Secondly, inspite of counters like Polariized Hull, you have a large window of vulnerability if those abilities are in cooldown.
BTW, Gravity well's AoE isn't large enough to destroy all the mines, unless you catch them during deployment.
But yes, Cryptic does need to start making 2 values to seperate PvE and PvP, so changes doesn't ruin it for everyone.
Well yeah, but that's why you'd run Fire At Will and.or Scatter Volley so that you wouldn't have to target them. Also, keep in mind that for every tractor mine deployment, that's one weapon that won't be targeted on you.
/10 char
I say add all the confusion you can to the battlefield!!!!! Just as long as both factions get to dish out the same amount of craziness.
BFAW is actually getting a substantial buff with the new improvement. Instead of the current mechanic, where each weapon pulse targets a single object within the beam/DBB's firing arc, and each firing cycle gains an additional pulse, the new mechanics work much differently.
Example:
Old BFAW:
6 Beam Weapons - Each Beam weapon, for 15 seconds, gains +1 pulse per firing cycle (5/cycle instead of 4/cycle), each pulse firing at a random target within the firing arc. Each pulse gains a damage buff, plus the inherent damage buff of an additional pulse per cycle. Total weapon pulses per augmented cycle: 5/Beam (30/total in example)
New BFAW:
6 Beam Weapons- Definitive mechanics, as yet, unknown... Assumption: same length of buff and cooldown, likely no longer gains the +1 pulse per cycle (if it remains, the potential for the skill being overpowered increases). Each pulse now fires 2 pulses per Beam weapon, with target priority for the first pulse being given to any enemy that you currently have targeted, and the second pulse using an identical mechanic to the current BFAW (randomly attacking any target in the weapon's firing arc). If you have no current target selected, both pulses will utilize the current BFAW mechanics, attacking a random target within the weapon's firing arc. Essentially, this allows you to maintain your current weight of fire against your current target, while gaining an equal (if random) AoE amount of firepower within all of your ship's beam weapons' firing arcs. Total weapon pulses per augmented cycle: 8-10/Beam (depending on whether the power still grants the +1 pulse per cycle) (48-60/total in example)
Since the new version is not available for testing yet (as far as I am aware), it will remain to be seen how the finalized version of this new BFAW will operate, but based on snix's description, this is, roughly, how the new BFAW will function.
-Big Red
Incidentally, the 'light show' from the new BFAW should be vastly more impressive, and closer to the 'canonical' instances of Fire-At-Will being employed in the shows and movies.
No. It fires 2 shots - one at your primary target, and one at a random target.
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Instead of nerfing the mines, Cryptic can just disable it on some maps - like PvP Maps. It seems to me they have the tech now to do it, as I could not beam down my Security Escort during Coliseum. (And they also disabled all kit powers, but there could be a difference between "disable all powers" and "disable annoying power only".
Add to all this that the carriers have recently received a massive nerf after numerous complaints from fed PvPrs about the amount of pet spam they have to cycle through when attempting to target, it comes as a massive kick to the face that everyone now has the pet/mine spamming potential of a pre nerf carrier. The PvP map now is cluttered with Scorpion fighters. Invisible mines and numerous support craft pets and soon MVAM pets. Our beloved PvP has become PvEvP.
Throw in scramble sensors and your imobilzed, decloak and cycling through hundreds of chaff to try and free yourself, all the while your tiny hull strength is being blasted away from under you.
Would you be satisfied if snix offered you two shots (per Beam weapon) which do exactly that?
Which is precisely what the re-vamped BFAW is going to do for you.
My girlfriend was doing hilarious things with those in Khitomer earlier tonight, actually. They would probably have made the first section go a lot more smoothly. My own aversion to mines in general kept me from trying them out, but I do have to admit they make a lot of sense for the first chunk of KA. I'd just worry about generating agro from them and getting my own teeth kicked in by an annoyed cube...
Interestingly Coliseum does not disable Borg Neural Blast, for those 15 players that actually use it... so there's definitely some selective blocking going on.
I can confirm that Leg Sweep and Lunge from the tactical kits worked as well, including during the 'dampening' area.
Don't touch mines :cool: