Please remove the arming timer for mines

They never used to have a timer, now they do. Why? The timer ruins a few (admittedly niche) tactics that made the game more varied and fun.

EDIT: for clarity, I am talking about weapons. This has nothing to do with mining rocks.
 
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Why would they do that. Its designed perfectly to get your blood going and increase stresses for immersion while precision is used to plant charges. After a few failed attempts i got really good at this. (Plus remove flight assist and you will be even faster at it)

This game was never designed to be easy
 
Why would they do that. Its designed perfectly to get your blood going and increase stresses for immersion while precision is used to plant charges. After a few failed attempts i got really good at this. (Plus remove flight assist and you will be even faster at it)

This game was never designed to be easy

I'm not talking about mining, I'm talking about mines, the weapons. Perhaps I should've been clearer though.
 
If you really want to spice up combat with mines, what about a new 'stealth' secondary effect that makes mines invisible on scanners (possibly untargetable to PDs)? I suspect it would be quite surprising the first few times a player runs into them (both figuratively and literally).

As for balancing, stealth cascade/ion disruptor/FSD reboot mines would be a bit much imo, but you wouldn't have to worry about these ridiculous uses since you could only get stealth mines, cascade mines, ion disruptor mines, or FSD reboot mines as the required secondary effects are not stackable.

Now that I think about it, torpedoes could potentially get a 'stealth' secondary effect as well. Again, it wouldn't be stackable with cascade, so they would be more of an opportunistic high explosive surprise than an effective shield killer
 
If you really want to spice up combat with mines [...]

All I want is the arming timer removed so I can go back to ramming people and dropping mines at point blank, tbqh. I have no idea why they thought we needed a 1 second timer added, and whether it was trying to solve a perceived problem or just some random thing that got stuck in to pad out the patchnotes.

As for your suggestions, while adding something like stealth or tracking to mines might make them more relevant as a weapon, rather than just a gimmick, if it's a choice of that or reverb/ion nobody would use it. The only reason people ever use mines is the latter two effects. A stealth mine that just does regular explosive damage is no good to anyone.
 
All I want is the arming timer removed so I can go back to ramming people and dropping mines at point blank, tbqh. I have no idea why they thought we needed a 1 second timer added, and whether it was trying to solve a perceived problem or just some random thing that got stuck in to pad out the patchnotes.

As for your suggestions, while adding something like stealth or tracking to mines might make them more relevant as a weapon, rather than just a gimmick, if it's a choice of that or reverb/ion nobody would use it. The only reason people ever use mines is the latter two effects. A stealth mine that just does regular explosive damage is no good to anyone.

Wait, you mean the 1 second arming timer and not the self destruct timer? I really misunderstood your earlier posts. I don't see why we couldn't have the arming timer removed, although I suspect FDev had a good reason for adding it, much like the missile and torpedo arming timers. I suspect it might have something to do with the point blank ram-and-mine tactic you mentioned, which could be quite deadly with reverb mines (or reverb torpedoes for that matter).

As for stealth mines, you're probably correct in your assessment that nobody would use them with their rather pitiful 44 damage per shot and no other secondary effects. There really isn't any use for them (outside a few that could be considered griefing) that missiles couldn't do better. Obviously the idea needs some work.
 
Wait, you mean the 1 second arming timer and not the self destruct timer? I really misunderstood your earlier posts. I don't see why we couldn't have the arming timer removed, although I suspect FDev had a good reason for adding it, much like the missile and torpedo arming timers. I suspect it might have something to do with the point blank ram-and-mine tactic you mentioned, which could be quite deadly with reverb mines (or reverb torpedoes for that matter).

On some ships for certain hardpoint locations, I remember a released mine used to immediately explode on my own ship.
May be it is to handle this.
 
On some ships for certain hardpoint locations, I remember a released mine used to immediately explode on my own ship.
May be it is to handle this.

That would make sense.

Now that you mention it, I seem to remember slapping myself in the face with mines I launched from one of the large hardpoints on the conda (probably about a year ago, give or take). I might be mistaken as to which hardpoint(s) the mines were launched from, but I 100% remember it happening.
 
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