Shock Mines are... well, useless.

I've tested the shock mines, after not being able to find a single piece of footage with them, and they literally do not do a thing.
They're described as moving a ship more than outright damaging it, and for some reason are called "impulse mines" in the targeting information, and not shock mines.

Mines are terrible in general for several key reasons:
  • High visibility
  • Easy to avoid in even the Type-9
  • They take up a weapon slot (Utility or programmable limpet would be killer)
  • They are expensive to refill
  • Practically no damage, especially for their difficulty

Aside from this, the shock mines don't actually work. I bought a few with my Type-7 and tested them on a wing-member. At no speeds or timings did it have any effect on the colliding ship aside from marginally damaging the hull.
I was expecting an effect akin to being interdicted, maybe even with minor hull damage from the sheer force.

In a perfect world, here's what they'd look like fleeing an FDL.

Standard Mines should act as an effective method of area denial or deterrent to pursuers, with some minor homing capabilities within 500m or so.
Shock Mines could be on a timer and have a 250-750m shock radius, escapable very narrowly if manoeuvreble enough or far enough away. Damage should be limited or totally out of the question. The knockback should be reasonable and based greatly on ship mass (hasta la vista, Eagle). In addition to knockback, a spin-out effect like FSD dropouts should occur, temporarily disabling flight assist, so as to have a greater effect on the lesser-skilled pirates and pursuers who haven't mastered assist-less flight yet.


There's so much potential here, FD, don't throw it away!
 
It would be great if they could simply be cargo units dropped from the hatch.

Especially if they were labeled as "Platinum" or "Slaves". That would allow traders a chance to get away.
 
It would be great if they could simply be cargo units dropped from the hatch.

Especially if they were labeled as "Platinum" or "Slaves". That would allow traders a chance to get away.

In this case, the pirate couldn't scoop any cargo without fear, and the already bad profession would begin to die. It'd would be lovely against, NPCs, yes, but not against players. Also, don't even think in terms of how bad it would be for us, think in terms of backlash, for example, when 1.3 dropped. Cargo in all reas was limited to 20t - and all pirates went into an uproar, either flooding the forums or murdering every trader we see - and believe me, I did my part.

Also, OP, on the point of mines temporarily disabling flight assist, I disagree. I use mouse and keyboard, and FaOFF is all but impossible, only effective in short, controlled burtss. It would absolutely destroy me, and so probably a lot of other players.

Otherwise, great ideas. I'd like to see mines create 500m wide explosions on par with the ones from the death of an Anaconda, with damage enough to blow off at leas 75Mj of shields and LOTS of armor. As for shock mines, I'd rather see EMP mines which disable your main drives for a few seconds. That would absolutely wreck a stupid pirate, while allowing a smart one to keep his distance.
 

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Interesting tests, I was looking for something like that ever since I saw those new oddball mines (which' description implied they'd deal basically no damage ?!)

So it seems they've extended the non-effectiveness of standard Mines even downwards, weird....

I was initially hoping for some form of EMP devices, Mines that disrupt/interfere with the chasing Ship Systems (temporary loss of Thruster- and directional control, or short-time loss of Scanner or FSD etc.).
Just stuff that would annoy the hell out of a chasing Ship and gain the chased a little time or take some heat off it.
 
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The reason the shock mines weren't doing any damage to your wingmate was because he was your wingmate. Shock mines do no damage to friendlies or neutrals, they have to be hostile.
They are quite effective at taking down shields and destroying small/medium ships, but do little damage to bigger class ships (probably as expected).
They are quite fun, especially for a class 1 weapon, though I do wish their homing or radius were a bit bigger.
 
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THANKYOU!
Is there a way I can test this with a wingmate if he's hostile?
Do they both exhibit homing properties?
 
It would be great if they could simply be cargo units dropped from the hatch.

Especially if they were labeled as "Platinum" or "Slaves". That would allow traders a chance to get away.
I've seen this suggestion before and I fully agree with this. If these are going to be a small only type of weapon like missiles and torpedoes, then they should be an internal compartment and deployed by the cargo hatch. In fact, it'd be awesome if we could jettison active missiles from the cargo hatch too.

In this case, the pirate couldn't scoop any cargo without fear, and the already bad profession would begin to die.
I don't think so. The scanners may say something, but if a pirate can visually see that one is a canister and the other is a mine, then I don't think there's gonna be an issue. It would be a little exciting.

Also, you know, pirates do a cargo scan, revealing cargo. Such a mine would only be capable of being carried in smuggler's cargo rack or something, else the pirate would know it's there.
 
Useless!? They make for a great ''I'm out'' tactic.

[video=youtube;SDd7fcrAu2o]https://www.youtube.com/watch?v=SDd7fcrAu2o[/video]
 
Ok, I've re-tested them, and with a non-wingmate, they do pretty surprising shield damage!
Still absolutely disappointed that they literally do not affect the ship's movement at all, and still cost 10,800 to refill.
 
Still absolutely disappointed that they literally do not affect the ship's movement at all, and still cost 10,800 to refill.
I dunno how many mines were in the video above, but 1.3km/s without an FSD is a pretty significant affect on ship movement. And that's not a small ship it's moving either.
 
But as I say, they don't do anything for me. I can see that they do as they're described in that video, but not once have I managed to get it to work myself!

I even have the same ship as that bloke, just with two shock mine launchers instead of 5
 
I think they are glitched. I did the same in a Conda after I did it in the FDS. I was sure 8 shock mines would be great but it wasn't faster than my FDS, probably because I didn't hit as many as I did with the FDS. Anyway some time later I figured I would show a friend and I happaned to be in an Anaconda, I tried it and it did say boom but did nothing more. It was in a ring so I'm kinda glad it didn't work. I belive they are quite glitchy and do not always work.

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Maybe they don't work if in the pressence of another player?
 
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In this case, the pirate couldn't scoop any cargo without fear, and the already bad profession would begin to die. It'd would be lovely against, NPCs, yes, but not against players. Also, don't even think in terms of how bad it would be for us, think in terms of backlash, for example, when 1.3 dropped. Cargo in all reas was limited to 20t - and all pirates went into an uproar, either flooding the forums or murdering every trader we see - and believe me, I did my part.

Also, OP, on the point of mines temporarily disabling flight assist, I disagree. I use mouse and keyboard, and FaOFF is all but impossible, only effective in short, controlled burtss. It would absolutely destroy me, and so probably a lot of other players.

Otherwise, great ideas. I'd like to see mines create 500m wide explosions on par with the ones from the death of an Anaconda, with damage enough to blow off at leas 75Mj of shields and LOTS of armor. As for shock mines, I'd rather see EMP mines which disable your main drives for a few seconds. That would absolutely wreck a stupid pirate, while allowing a smart one to keep his distance.

Well we could add soemthign that makes cargo scanable so the pirates can differ cargo from mines.

But seriously mines are pointless.

Shockmines could also reduce the speed of the one hit. or whatever, just give them any purpose to exist.
 
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