Mines....Yes they do work.

Since nerf against shields pds are a waste of a utility slot. I use to like to watch them work but now missiles just bounce off. Well feelslikeit.
 
The time I need my PD is when my shields are down and I'm running away. They still hurt vs hull!

They also de-cruft CZ a bit, which isn't a bad thing. I've never run mine out of ammo, so why not.
 
And a big fat NO to the energy bomb thank you very much.

Imagine the scene.... you've just arrived at a station carrying 2 million in gold, you look at the scanner as you go through the slot and its packed with hollow markers.
You head for pad 45 when you notice a human ship coming in behind you with weapons deployed.... then he drops an energy bomb and every ship inside the station explodes.
What a cheap way to grief people

Bill

PDT deals with mines... your move sucker :D
 
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In real life, naval mines were far, far more destructive and caused more losses than gunfire or even aircraft, iirc.

mines and missiles should MAKE you want ot use point defences or the game design is borked :/
 
PS.
Now if I was a mine designer in this game... well... those things would make a really big bang. Like what mines are supposed to do. Dumb, just sitting there... but fly into their close proxy range of ~100m.... BAM.

That sounds like a homing missile..
 
are the "seeker" mines also useless? from the larger mine launcher?
and if they are gimped by nerf then that needs fixed
OR
a new class of mines, for Large hard points maybe, "stealth" mines, only picked up by higher grade scanners (scanners need to be made worthwile!) that seek and do equal damage to shield and hull
they did have NAVAL missiles in Frontier, harder to get, expansive, had to have high class jammer to stop them, much harder to avoid and did a lot of damage
~
I always run with at least 1 point defence weapon installed in the best fire arc for my type of ship and role, like on an Asp, above the cockpit if bounty hunting, for example, as many missiles will be launched head on, or mines if chasing.

The problem mainly comes from the Missile/Mines nerf that was more an action of Problemsolving by forbidding in a quick shot.
Missiles were very effective and therefore abused and community gets annoyed about the tactics these weapons offered.
Now they are almost useless to most players. I don't know if any stations get some revenue from them. I would love
to see some statistics about who uses what weapon in what ship.

I would also like to see some detail rework on weapons power and effectivity in a holistic way so missiles become useful for
a certain usecase again and limit the chances of abuseive tactics. Then mines can have their niche also but you need to
rearrange the full portfolio to give it a consistent sense.

Regards, Miklos
 
he was not going to get any bragging rights in the NPC lounge

Ha ha! Its kinda funny to imagine the NPCs hanging out together and telling tales of the RPs (real people) that they've killed that day.

Tron: Dangerous
 
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Yeah, in general, weapons need work to make laser/cannon/multi cannon not the only viable option. Should be some useful choices.
 
And a big fat NO to the energy bomb thank you very much.

Imagine the scene.... you've just arrived at a station carrying 2 million in gold, you look at the scanner as you go through the slot and its packed with hollow markers.
You head for pad 45 when you notice a human ship coming in behind you with weapons deployed.... then he drops an energy bomb and every ship inside the station explodes.
What a cheap way to grief people

Bill

PDT deals with mines... your move sucker :D

Make it so only medium or large ships can carry them, have the energy bomb be part of self-destruct routine, and have the bomb auto-wipe the save of the user and any cmdr in a 5km range. :cool:
 
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