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  #21  
Old April 11th, 2001, 05:48 PM
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Default Re: Should large mines be counted as three mines for sweepers?

Shrinking the warhead somewhat, and requiring mines to use small sensors might help. You'd only need one set of sensors for a large mine, so you could get more bang for the kt. One could also considerably lower the per-sector mine limits...

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  #22  
Old April 11th, 2001, 06:38 PM

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Default Re: Should large mines be counted as three mines for sweepers?

quote:
Originally posted by Daynarr:
Nitram Draw and rdouglass, you have it wrong. The damage done is not per mine but per warhead.


Boy, I was involved in many of those previous threads and I STILL got it wrong. I HAD thought it was per mine and not per Warhead...

Well, I guess that Organic Armor III IS impervious to mines then - TOTALLY IMPERVIOUS. That seems to throw a balance off somewhere in the racial tech area IMO. Besides, I no longer use mines against AI - seems too unfair against the AI (OK - go ahead and flame now.. )
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  #23  
Old April 11th, 2001, 06:55 PM

Nitram Draw Nitram Draw is offline
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Default Re: Should large mines be counted as three mines for sweepers?

It is kind of unfair to use mines against. against a human though it is a different story.
I think that no one component should be 100% effective against mines. That is one of the beauties of this game, there are no guarantees.
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  #24  
Old April 11th, 2001, 10:03 PM
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Default Re: Should large mines be counted as three mines for sweepers?

Can anyone verify rdouglass's assertion that organic armor III is totally impervious to all mines?

If that's true, then I agree with him -- that's unbalancing.

[This message has been edited by dmm (edited 11 April 2001).]
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  #25  
Old April 11th, 2001, 11:23 PM

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Default Re: Should large mines be counted as three mines for sweepers?

I did a little testing. Armors that have a greater strength then mines warhead are not hurt by them. This includes Org arm II and scattering armors.

I do not think there are current armors that are greater than 200 resistance so warheads II and III will damage ships with 'heavy' armors
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  #26  
Old April 11th, 2001, 11:38 PM

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Default Re: Should large mines be counted as three mines for sweepers?

Again a suggestion!
Make some more levels in mines and include an armour skipping component. Thus removing the Organic Armour III problem.
That way the other components can stay the same.
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  #27  
Old April 12th, 2001, 03:58 AM
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Default Re: Should large mines be counted as three mines for sweepers?

ISTR another thread that suggested putting armor-skipping/anti-weapon/antiengine/etc. components on mines. They'd be "one-shot" weapons like nuclear-pumped lasers would be. Has anybody tried to mod components like this?

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  #28  
Old April 12th, 2001, 04:24 AM

Marty Ward Marty Ward is offline
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Default Re: Should large mines be counted as three mines for sweepers?

If you want to defend against Organic armor with mines just put larger warheads on them. A medium warhead does 200 points of damage, enough to destroy one organic armor component. IIRC once an organic armor component is destroyed it does not regenerate. Takes larger mines to stop them but it can be done.
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  #29  
Old April 12th, 2001, 04:38 AM

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Default Re: Should large mines be counted as three mines for sweepers?

I have put anti-engine on a minehead it seem to work!
Can't see why the components would not work, except as pointed out during those threads, the mines will keep going off if there is an enemy ship in the square. So if you load um up with anti-engine/ anti-weapon they will all go off as the ship is still alive.
But they would make for excellant bobby-traps and also for those empire who use boarding parties!!! No engines- No supplies before fight- no shields/ weapons
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  #30  
Old April 12th, 2001, 08:44 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Should large mines be counted as three mines for sweepers?

Has anybody tried putting shield disruptors & boarding parties on a mine?
What about a really expensive alliegiance subverter?
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