Better Mines

This is a suggestion for an overhaul of mines. Currently, these weapons are interesting and can be fun to use, but have no real value in combat and only truly serve as toys. Some players are skilled enough to lob mines into ships, and traders occasionally use mines, but these are rare occurrences. I think they can be balanced in such a way that they are made useful in combat without being overpowered


Mines
All mines have tracking properties. This means that they will automatically home in on ships within range. A stock mine will home within 200m and will ignore the mothership. Damage-wise, they are the same if not weaker than the current mines. Mines can travel 100 meters per second, and will “lead” ships (travel to where the enemy will be, rather than where they currently are). By holding down the fire group button, all mines assigned to that fire group can be remotely detonated. Mines can be countered with point defense and will not track targets that are below 20% heat

<Modifications>
Long Range: Increases homing range up to 500 meters, and mass by up to 15%. An overall improvement that is useful in a variety of situations

Enhanced: Increases speed and damage by up to %50, but also increases mass and power draw. Good for combat-oriented ships looking to maximize damage, this variant is ideal for dealing with faster, smarter targets

Efficient: Decreases mass and power draw. Good for non-combat oriented ships looking to pack defenses

High-Capacity: Increases ammo up to 300%, and increases mass by up to 30%. Useful for fighting in a HazRES for a long time

<Experimentals>
Smart Mines: When within range of a non-hostile ship, the mines will move to avoid them. Important in areas with security presence

Force Shell: Mines sacrifice shell fragmentation for pure kinetic energy. Reduces damage by 50% but causes a powerful blast that throws the target off course. Useful when used with Efficient to arm an otherwise defenseless trading ship

Proximity Fuse: Mines detonate within 75 meters and deal reduced damage. Perfect for dealing with smaller ships

Reverberating Cascade: Mines deal damage directly to the shield generator. Ammo capacity and speed is halved

Corrosive: Mines that damage the hull will cause a corrosive effect, reducing hardness and increasing all damage to the target. Ammo capacity and speed is halved

<Unique variants>
Anti-Xeno mine: Mine that deals 90% less damage (remaining damage is AX) and is pre-fitted with proximity fuse. This mine variant homes in on Thargoid swarms. Compared to the flak cannon, it is less useful in an Interceptor 1v1, but very useful when fighting multiple interceptors at once. The chaotic nature of this mine allows it to shred through groups of swarms, while it has difficulty tracking a lone swarm

<Additional Notes>
-Any NPC miners will have the smart mine experimental installed for balancing reasons

“I dropped into an instance, and 2 anacondas spammed long range force shell mines. I could not even straighten my ship out to try and escape. There were so many mines that my point defense couldn’t even help. What was I supposed to do?”
The new mines are, without a doubt, much stronger than their normal counterparts. One could boost away from the mines and use railguns to kill the enemies, but this is a very specific solution. To counteract this, they have a rare and easily exploitable weakness: heat seeking
Maintaining your heat below 20%, either by sacrificing a SB for a heatsink, building a stealth build, or using Thermal Vent will render the mines fairly useless in encounters with other players. Not only will this help balance these mines, but it will make stealth builds more relevant
 
in the hands of a skilled pilot they are one of the most powerful weapons in the game by far.

Not since they increased the arming time from 1s to 5s and then failed to reduce it sufficiently (~2.5s) on the balance pass. The current (unless they've changed it again recently) delay makes landing mines on a target that can move extremely difficult...to the point I can generally evade a pair of CMDRs who know what they are doing in mine laying Cobras, indefinitely, even if I'm flying a Corvette or Anaconda.

I'd wager that even homing mines would be less useful than the original one-second delay.
 
A major problem is that the mines are mines
They aren’t intended to be some sort of odd carpet bombing weapon. They are meant to be laid as a trap or to limit the enemy movement. Players that lob mines are using them in the best way possible, but it’s not how they were meant to be used. Moving away from the carpet bombing strat and making mines actually viable in their intended role will ultimately be better for them
 
They already have these in game and real life…..they’re called missiles!! 🤦🏻‍♂️
There is a difference. By that logic torpedoes are the same as missiles because they also home in.

Missiles are a direct weapon. You aim at the enemy, you shoot the missile, the missile hits the enemy.

Mines are laid as an area-specific hazard. It forces the enemy to move away. In the case of my suggestion, they would also serve as a sort of “loitering munition”
For example, if a small, maneuverable ship is attacking from very close, the mines cover the area around you and force that ship to leave. Missiles are not used in this way
Another example, when a trader uses mines defensively, it affects the attacker’s ability to follow closely behind the target by setting a “trap”. Missiles aren’t used in this way

They may both be able to home in on enemies, but they are very different weapons
 
If the delay timer is to be preserved, the effective range of the explosion and trigger should be expanded so they represent an actual area denial.
 
If the delay timer is to be preserved, the effective range of the explosion and trigger should be expanded so they represent an actual area denial.

That's basically what homing does. You don't want them blowing up 500m across, because that would be ridiculous, but giving them their current radius AND having them slowly move towards nearby enemies achieves the best of both worlds.

Love the idea OP, especially the AX one.
 
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