Mine Launchers - Tips for traders on getting the best from them.

The question crops up a lot... What's the point of taking up valuable hard-points with mine launchers?

With mines in general, It depends what you expect from them. If you are trying to use them to attain a kill, then you'll be lucky some times, but frustrated most times. So don't think of them as weapons. Think of them as useful utilities for removing advantage from your opponent.

All mines work best from hard points that are far back on the ship. No guidance is given in the tech spec of the weapon as to where to place it - this is not the role of tech specs. They just tell you what the weapon does, and it's up to you to figure out how to use it, by experimenting. Fit them, and try them out, if you see a flash through the canopy or feel a blast, when you launch, then it exploded against your hull, so take it off that hard point and put it elsewhere.

2I Mine Launchers fitted in a group of 4 on a T9 (for example) are extremely effective if used right. The scenario is you've build an out-and-out trader. It doesn't fight, but has to be able to get away from anything. So upon interdiction, check the ship type and pilot rank just to clue you in on what you're about to be up against. If you look like your loosing the interdiction, submit. Practice your interdiction procedure against wing mates, or lesser skilled NPC.

Submit, then pips to sys and eng, NOT weapons. Your mine launchers don't need anything more than whats already parked in the distributor. Your feeding the two things most important for your escape - speed, and shield. Two mine launchers on fire button 1 and two on fire button 2. Each 2I launcher can fire 3 mines in quick succession. Six presses of the fire buttons, half a second apart, sends a long pattern of 12 mines (high and low along your track) in his direction. If he's of moderate skill, and in a Cobra or less, you can watch him die. If he's in a Fed Drop Ship or similar, he'll lose his shields and be forced to put pips to them. If he's decent skill level, he'll fly at an angle from your track, to avoid the next set of mines he suspects you will be sending him. But it doesn't matter what skill level he is, or what he's flying. Your mines are preventing him from boosting (meanwhile you can) or forcing him to put pips to shields. Either way, that means less pips in his weapons, which is good for you. But by now you've opened the gap, and probably out of his range. Now your FSD is cool enough, you can decide if you can kill him from long range with another pattern or two of mines, especially if the Police arrive to assist you (don't bank on it).

If you don't have the hard-points for 4 launchers, two will work almost as well. But don't get the 1I launchers if you can fit the bigger ones. Remember, he has to change his tactics in order to deal with what you're sending him. This buys you time enough to get away. And if you practice/test your manoeuvres in interdiction scenarios, you will be able to escape not matter what is trying to kill you.

So it's not so much what mines do to him, it's more what they prevent him from doing to you, that makes them a trader's best friend.
 
So what about torps?

To me they seem like homing mines, low ammo big damage

(Cascade) Torps are good for traders in open, a bit of a waste on NPC's. I'd recommend seekers for traders that enjoy fighting back against NPC's, mines are very good for those that like to run.
 
Once upon a mine...

Mines use to be a trader's best friend, and I had more kills in my trading ships than my combat ships, all from mines.
Then the AI got some tinkering, and now they have close to 100% evasion. Yes, evading does slow them down a bit, buying time to make a run for it, and mix of regular and shock mines makes for a very unpleasant surprise. You can also drop a few along with some cargo if you really want to screw with NPC's, but for the most part, mines these days are fairly useless.

Which is a real shame, because they have the potential... but I'm not in the mood for a discussion about Potential.

As it stands, you'll get the most effect using mines by not flying in a straight line, but rather by following a zig-zag course, leaving mines in your wake as you wait for your FSD to spool up before jumping out. Mixing both Shock and Regular mines is also quite effective at slowing down a pursuer, but this is the most you can really hope for using mines these days.
 
Once upon a mine...

Mines use to be a trader's best friend, and I had more kills in my trading ships than my combat ships, all from mines.
Then the AI got some tinkering, and now they have close to 100% evasion. Yes, evading does slow them down a bit, buying time to make a run for it, and mix of regular and shock mines makes for a very unpleasant surprise. You can also drop a few along with some cargo if you really want to screw with NPC's, but for the most part, mines these days are fairly useless.

Which is a real shame, because they have the potential... but I'm not in the mood for a discussion about Potential.

As it stands, you'll get the most effect using mines by not flying in a straight line, but rather by following a zig-zag course, leaving mines in your wake as you wait for your FSD to spool up before jumping out. Mixing both Shock and Regular mines is also quite effective at slowing down a pursuer, but this is the most you can really hope for using mines these days.

This +1.

I used to use mines all the time and they were really effective especially when attacked while mining. You could fly in circles around asteroids and lead the npcs into them. Now the npcs almost always dodge them so I dont even equip them anymore. I mostly dont even bother carrying weapons on my trader ships, but If I have to have weapons on my trade ships I use packhounds. For the most part I dont even use these except when the police show up and I can get a free kill by taking the shot when the police have already knocked down their shields.
 
Why can't we have homing mines or something close to that?
It can't be that hard to put a small gas RCS on a mine in 3303. https://en.wikipedia.org/wiki/Reaction_control_system

The mines could be slow so you can still outmaneuver them in a agile ship and the mines could just maneuver for about 3-4sec.




 
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The question crops up a lot... What's the point of taking up valuable hard-points with mine launchers?

With mines in general, It depends what you expect from them. If you are trying to use them to attain a kill, then you'll be lucky some times, but frustrated most times. So don't think of them as weapons. Think of them as useful utilities for removing advantage from your opponent.

All mines work best from hard points that are far back on the ship. No guidance is given in the tech spec of the weapon as to where to place it - this is not the role of tech specs. They just tell you what the weapon does, and it's up to you to figure out how to use it, by experimenting. Fit them, and try them out, if you see a flash through the canopy or feel a blast, when you launch, then it exploded against your hull, so take it off that hard point and put it elsewhere.

2I Mine Launchers fitted in a group of 4 on a T9 (for example) are extremely effective if used right. The scenario is you've build an out-and-out trader. It doesn't fight, but has to be able to get away from anything. So upon interdiction, check the ship type and pilot rank just to clue you in on what you're about to be up against. If you look like your loosing the interdiction, submit. Practice your interdiction procedure against wing mates, or lesser skilled NPC.

Submit, then pips to sys and eng, NOT weapons. Your mine launchers don't need anything more than whats already parked in the distributor. Your feeding the two things most important for your escape - speed, and shield. Two mine launchers on fire button 1 and two on fire button 2. Each 2I launcher can fire 3 mines in quick succession. Six presses of the fire buttons, half a second apart, sends a long pattern of 12 mines (high and low along your track) in his direction. If he's of moderate skill, and in a Cobra or less, you can watch him die. If he's in a Fed Drop Ship or similar, he'll lose his shields and be forced to put pips to them. If he's decent skill level, he'll fly at an angle from your track, to avoid the next set of mines he suspects you will be sending him. But it doesn't matter what skill level he is, or what he's flying. Your mines are preventing him from boosting (meanwhile you can) or forcing him to put pips to shields. Either way, that means less pips in his weapons, which is good for you. But by now you've opened the gap, and probably out of his range. Now your FSD is cool enough, you can decide if you can kill him from long range with another pattern or two of mines, especially if the Police arrive to assist you (don't bank on it).

If you don't have the hard-points for 4 launchers, two will work almost as well. But don't get the 1I launchers if you can fit the bigger ones. Remember, he has to change his tactics in order to deal with what you're sending him. This buys you time enough to get away. And if you practice/test your manoeuvres in interdiction scenarios, you will be able to escape not matter what is trying to kill you.

So it's not so much what mines do to him, it's more what they prevent him from doing to you, that makes them a trader's best friend.

i saw a shieldless sidewinder destroy a clipper with mines and some other weird pew pew. think they were engineer modded but made me want to use them.
 
i saw a shieldless sidewinder destroy a clipper with mines and some other weird pew pew. think they were engineer modded but made me want to use them.

That was the guy flying backwards launching them like he was lobbing bombs right? It was impressive.

Mines vs NPCs are useless. Submitted to an NPC Cobra interdicting me, I wanted to see what they did so I left a trail of mines behind me as he chased and fired. He didn't hit a single one, but the cops that showed up to intervene did.
 
Go for a mix of shockwave and concusive. go for increased fire rate as the mod the quicker you can drop the better. Handy special effects for a trader are ion dissruptor which makes their drives go screwie :) and then shift lock which makes their FSD reboot
 
i saw a shieldless sidewinder destroy a clipper with mines and some other weird pew pew. think they were engineer modded but made me want to use them.

You use reverb cascade special effect on the mine to cause damage to shield generator dirrectly, once shield generator hasd failed go to town on the hull, ideally with enforcer cannon rocking corrosive shells :D Not good for traders but great for combat pilots taking out large prey in fighters
 
That was the guy flying backwards launching them like he was lobbing bombs right? It was impressive.

Mines vs NPCs are useless. Submitted to an NPC Cobra interdicting me, I wanted to see what they did so I left a trail of mines behind me as he chased and fired. He didn't hit a single one, but the cops that showed up to intervene did.

Did you have them targetted? Mines will drift towards them, but the best way to drop a mine is while boosting straight towards your opponents cockpit.
 
The question crops up a lot... What's the point of taking up valuable hard-points with mine launchers?

With mines in general, It depends what you expect from them. If you are trying to use them to attain a kill, then you'll be lucky some times, but frustrated most times. So don't think of them as weapons. Think of them as useful utilities for removing advantage from your opponent.

All mines work best from hard points that are far back on the ship. No guidance is given in the tech spec of the weapon as to where to place it - this is not the role of tech specs. They just tell you what the weapon does, and it's up to you to figure out how to use it, by experimenting. Fit them, and try them out, if you see a flash through the canopy or feel a blast, when you launch, then it exploded against your hull, so take it off that hard point and put it elsewhere.

2I Mine Launchers fitted in a group of 4 on a T9 (for example) are extremely effective if used right. The scenario is you've build an out-and-out trader. It doesn't fight, but has to be able to get away from anything. So upon interdiction, check the ship type and pilot rank just to clue you in on what you're about to be up against. If you look like your loosing the interdiction, submit. Practice your interdiction procedure against wing mates, or lesser skilled NPC.

Submit, then pips to sys and eng, NOT weapons. Your mine launchers don't need anything more than whats already parked in the distributor. Your feeding the two things most important for your escape - speed, and shield. Two mine launchers on fire button 1 and two on fire button 2. Each 2I launcher can fire 3 mines in quick succession. Six presses of the fire buttons, half a second apart, sends a long pattern of 12 mines (high and low along your track) in his direction. If he's of moderate skill, and in a Cobra or less, you can watch him die. If he's in a Fed Drop Ship or similar, he'll lose his shields and be forced to put pips to them. If he's decent skill level, he'll fly at an angle from your track, to avoid the next set of mines he suspects you will be sending him. But it doesn't matter what skill level he is, or what he's flying. Your mines are preventing him from boosting (meanwhile you can) or forcing him to put pips to shields. Either way, that means less pips in his weapons, which is good for you. But by now you've opened the gap, and probably out of his range. Now your FSD is cool enough, you can decide if you can kill him from long range with another pattern or two of mines, especially if the Police arrive to assist you (don't bank on it).

If you don't have the hard-points for 4 launchers, two will work almost as well. But don't get the 1I launchers if you can fit the bigger ones. Remember, he has to change his tactics in order to deal with what you're sending him. This buys you time enough to get away. And if you practice/test your manoeuvres in interdiction scenarios, you will be able to escape not matter what is trying to kill you.

So it's not so much what mines do to him, it's more what they prevent him from doing to you, that makes them a trader's best friend.

One objection, there is a special method of boosting while also using the vertical thrusters, this gets a flight angle that is able to keep up yet isn't right behind a mine laying ship. Coincidentally I use this when pirating a ship with mines, it catches them off guard. There is a secondary method as well of trailing safely using Flight Assist Off, gets the same result of chasing without being behind the ship.

So no, mines alone aren't going to keep an escape no matter who is after you, a good amount of players the first few times but not all of them. Good shields and maneuvers are a trader's best friend, don't compromise shielding and armor for jump range is the best defensive measure.

Edit: and if you do have mines for defensive purposes make sure you have Ion mines on the shock mine set, disables engine and pushes ship at same time. You aren't going to kill anyone competent with mines alone on a trade ship.
 
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Did you have them targetted? Mines will drift towards them, but the best way to drop a mine is while boosting straight towards your opponents cockpit.

Yeah but I was flying away as it chased me. It was an experiment since I hadn't used mines before. Cobra managed to avoid all my mines and the cops chasing him hit them.
 
Go for a mix of shockwave and concusive. go for increased fire rate as the mod the quicker you can drop the better. Handy special effects for a trader are ion dissruptor which makes their drives go screwie :) and then shift lock which makes their FSD reboot

FSD reboot is a poor choice for a trader, if they go off near you the blast radius will screw your escape, at least Ion mines going off from close range will hopefully throw off the attacker but not hurt a wake charge.
 
Yeah but I was flying away as it chased me. It was an experiment since I hadn't used mines before. Cobra managed to avoid all my mines and the cops chasing him hit them.

Happens, you have to line them up behind you on the scanner tehn drop and spam. Mines are there to give you the time to escape nothing more for a trader.
 
FSD reboot is a poor choice for a trader, if they go off near you the blast radius will screw your escape, at least Ion mines going off from close range will hopefully throw off the attacker but not hurt a wake charge.

Not if you have G5DD, it's just a personal choice of risk. Delaying their chain interdiction ability is a must in my trader defense book and tbh if you have let a player FDL in a trade CG that close to your butt you are already dead.
 
Not if you have G5DD, it's just a personal choice of risk. Delaying their chain interdiction ability is a must in my trader defense book and tbh if you have let a player FDL in a trade CG that close to your butt you are already dead.

There are a lot of funny stories involving pirates and griefers getting surprised by a mine only to find out that the FSD effect also hit the trader. Besides which the main threat to a trader comes from accurate fire in instance, FSD reboot does not hinder attackers long enough to be worthwhile and the downside of an accident is potentially fatal.

Edit: also very few trade ships are outrunning a pirate ship, a competent pirate also has DD5 and is faster than their quarry.
 
There are a lot of funny stories involving pirates and griefers getting surprised by a mine only to find out that the FSD effect also hit the trader. Besides which the main threat to a trader comes from accurate fire in instance, FSD reboot does not hinder attackers long enough to be worthwhile and the downside of an accident is potentially fatal.

Edit: also very few trade ships are outrunning a pirate ship, a competent pirate also has DD5 and is faster than their quarry.

There are plenty of stories about all sorts of random silliness in this game, including pirates who didn't know about hull integrity ram into their prey and sit there wondering why they face a rebuy screen. Just because something has worked for me doesn't mean it will work for everybody and the same applies to any military plan that was ever succesfull. I've never had an issue using FSD reboot mines and it has made player pirates have that extra delay to get into SC and not be able to catch me doesn't mean others don't mess up the same tactic.
 
It could be interesting to have some video tutorials and stuff on how to use mines offensively (more for fast attack ships) and defensively. There are certainly some already out there?
 
I have a CM3 with mines for when running, just as a diversion thing.

My main use of mines though is on my CM4, which is kitted as a bomber. Drop mines on bases and laugh as everything goes boom... except now, the skimmers drop on you and make you go boom... but hope FD fix that soon.
 
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