early game its more fair, but the Tier 2 Utility reduces CD of mines by 50% which is a lot, and you can deploy a ton of mines, more dps or burst damage if a miner happens to come across a mine feild, they get 3-4 shotted, other ships...not not much more
reduce Tier 2 minelayer from 50% to 25%
also i havent brought this up in a long while but why do minelayers start with 50 mines? should be 25...and if you want to go for a long haul, then buy more proximity mine items
also health on mines is a bit much...could that be reduced as well?
Also still cant find how to change hotkeys on a minelayer, so my hotkeys are bugged
Minelayers OP - Late game
- Red-Rocket
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Minelayers OP - Late game
Oh its not orders I'm giving, but rather... "aggressive suggestions".
Re: Minelayers OP - Late game
I also question why anyone would buy proximity mines, when it seems like the EMP mines do just as much damage, + they have the slow effect

- Red-Rocket
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Re: Minelayers OP - Late game
They do about the same amount of damage as un-upgraded proxy mines, but when you fully upgrade proxy mines, they do a TON of damage, and EMP is more of just a slow and more mines to shoot at and spam, still useful though.slapshot wrote:I also question why anyone would buy proximity mines, when it seems like the EMP mines do just as much damage, + they have the slow effect
Oh its not orders I'm giving, but rather... "aggressive suggestions".
- WhyteDragon
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Re: Minelayers OP - Late game
Generally, I just think a 'change' in how the way mines work would be appropriate. The minelayer is a nice concept, but with the changes to speed I think the way mines work aren't as appropriate anymore. Things move too quickly to react easily to them, and as pointed out they are rather spamable. Even without the tiered upgrades, mines in general are generally just very potent.
Honestly, I think that changing the general way mines worked into something more appropriate for the current system would be a better idea than simply shifting around the damage values -- assuming Siretu would be willing of course. So I'm just going to toss out a few ideas.
Honestly, I think that changing the general way mines worked into something more appropriate for the current system would be a better idea than simply shifting around the damage values -- assuming Siretu would be willing of course. So I'm just going to toss out a few ideas.
- It's very easy to be very offensive with the minelayer. By running around any small ship, you can typically kill them simply by spamming mines, which end up being an 'auto-aim' mechanic regardless of your current facing direction. I still, really feel as if mines should have an 'startup time' before they become active. Therefore, even if the minelayer is chasing an enemy, and matches pace, the mines won't immediately deal 300 damage pretty much automatically.
- Lower the mine speed to about 50%. By making it slower, it compensates less for poor positioning by allowing a ship who either notices to navigate away.
- Give the mines an area of effect damage. I understand that a lot of what I'm suggesting basically alleviates a lot of the 'single target' potency of the minelayer -- so I think it would need something to compensate in part. The area of effect damage offers that, while also compensating for some of the lost speed by not requiring a 'dead on hit.' It creates a greater threat radius as well as the potency to more readily deal with 'clumps' of enemies. To further clarify, what I mean would be something like:
- Detection Radius: 4
- Explosion Radius: 2
- Detonation Radius: 1
- Give a more obvious visual feedback for being hit by a mine. Right now, aside from your health bar, the actual feedback for detonating a mine is very small and easy to overlook. I feel like setting up a visual more appropriate to something of such immense damage would be a nice addition.