Mines

      Alright, I'm pretty annoyed at this point. First I tried the Vasari and the Ruiner deploys mines automatically (optional), Next I tried TEC which deploys in fields of 10, Lastly I did the Advent whom have their Strike craft carriers and hangars use them instead of anima (fgt + bmbr). I like the way the TEC have it since it makes the most sense by making actual fields in stead of singles or 2 at a time, but my main complaint is probably what others have noticed too, The abuse and the lag!(I have 512MB 8 series nvidia VC, quad core 2.7 CPU, 2GB RAM) I have screens of bots literally filling the entire well over with mines, I wouldnt mind this so much if they didnt do between 800-1300 dmg a hit, or if I could use a unit to get rid of them. and before you call me a noob and say use scouts, you try sending in a  scout to destroy a mine(doing 5 dmg out of its 200 hull) while they have 20-30 carriers of strike craft + their hangars shooting at your scouts.... also even if they did manage to kill a couple of mines one sweep from their mine laying units and there are the mines I cleared + 20 more. There needs to be a limit to how many mines you can have per gravity well, or at least a damage and health nerf if they can be built in such massive quantites. I would also like to see a minesweeping unit that has an ability like the new torpedo cruisers the TEC have that clears mines within a small area, It would be better that they were cloaked and invisible instead of in phased out, but once a scout sees it, logically your empire would make a mine field map, so when you go there it will have an icon for suspected mine field or at least show the ones you saw. And if they are going to keep the units like the ruiner that can deploy mines on the move, maybe have like a limit to how many they can deploy and how often(If anything no deploying in combat), trying to fight these units in combat is rediculous, since they come in groves of 20 or so 40 mines appear when the jump in, then every few seconds another 40 mines appear making them impossible to combat since your fleet has to go through them, and once you finally catch up they keep pushing them out 40 at a time until they go splode >_<.

P.S. Sorry for the long post, Hopefully this topic wasn't already posted on or decided upon already.

20,387 views 11 replies
Reply #1 Top

I totally agree, and further more I suggest for a new Game Option to be added. Mines or no mines! They really suck.

 

Reply #2 Top

I hate mines too. I have close to your system 2.4 quad core with 4 gig ram and a Geforce 9800gx2 and I basically quit the games since they slow down so bad.

option to turn mines off

reduce the number of mines drastically

put a time limit on mines

make a special ship, mine sweeper to remove them

mines easier to destroy

 

Reply #3 Top

Just make a mine sweeper, by far the easiest task, and allow cap ships to carry external ordinance racks full out missiles that seek out an destroy mines.

Reply #4 Top

Yes agree MINES NEED TO go.  They add nothing to tactics and are random and annoying to use. Also they add a level of micromanagement that is really spoiling the game.  Last they have very little lore/technology justification.

 

 

Reply #5 Top

Quoting L9000, reply 4
Yes agree MINES NEED TO go.  They add nothing to tactics and are random and annoying to use. Also they add a level of micromanagement that is really spoiling the game.  Last they have very little lore/technology justification.

 

 
lets not be rash. Mines open strategic depth. The problem isnt mines themselves, its that they can be spammed anywhere all the time. If mines had to be placed strategically without the option of mindless spam it would make the game much more interesting. Minelayers should be given a "mine area" command. A 5x1 square rectagle will appear and the player can orient it whichever way he needs. When he places it the Ruiner/Drone Host will lay mines in that area, heavily. This way you can construct funnels or outright traps on phase lines easily and without autocast so the AI wont spam it everywhere

Reply #6 Top

I agree strongly.  Since mines cannot be:

1) Voluntarily scuttled, destroyed, manually detonated, or in any way removed by the faction that put them there in the first place

2) Cleared, without throwing your fleet into them

Also, since mines are usually autocast, (at least by Vasari, anyway) they tend to accumulate terrifyingly quickly.

As has been pointed out, this causes a not insignificant drain on computing resources, as the number of objects in the game to be updated and rendered is only increasing.

As an experiment, I made 20 Ruiners, and only those ships, and took them into a system with a fleet that had no fewer than four capitol ships, 15 carriers, 20 light frigates, at least a dozen support craft, and a partridge in a pear tree.  By simply moving the minelayers back and forth through the enemy fleet, I was able to destroy it almost entirely.

I don't think I'd be the first nor the last to come to the conclusion that in their current manifestation, mines are incredibly gameplay destabilising.

Mines need to be limited in some way.  Whether they decay over time, or whether there can only be a certain number in a gravity well, or whether the minelaying ship in question needs to re-energise the mines periodically to prevent them from becoming inert: some mechanism needs to be introduced to make them not pile up indefinitely.  From a computation as well as a gameplay perspecive, this is a show-stopper.

From a strategic and tactical point of view, I will also join the chorus of those people who are clamouring for mine-sweeping ships.

I don't think mines are a bad idea per se - I just feel that in their present state, they will do the game no favours.

Reply #7 Top

Take mines out? No way!!!!

 

Entrenchment can finally cater to my type of playing style.....a good defense is a great offense! I hated how in original sins, your only defense is ships. Turrets did almost nothing. Mines open a new playing field for me. I can finally start to bunker down my key worlds.

Reply #8 Top

if mines arent allowed to expire you can crash the game easily.  

 

Imagine 5000 mines in all planets.

Game play would suffer.  

Reply #9 Top

definitely needs a cap on the mines, but the mines do need to stay in the game.

Reply #10 Top

Quoting HikerRemastered, reply 1
I totally agree, and further more I suggest for a new Game Option to be added. Mines or no mines! They really suck.

 

Even if its just a temporary thing for the beta. I cant get into a game where I can test out certain exspensive weapons because the stupid ai fills the map with mines an lagifies my game.

So far I agree that teh tec mines are the closest to being ballenced in the way that they are made. Just add a cap to how many they can place an theyl be perfectly ballenced exept for some little health changes an such.

Reply #11 Top

Thanks for the support guys, but yes I do agree, they don't needed to be booted, just balanced and capped, and have a sweeping unit.