mines

I think the mining squadrons should have a second ability: Replace Mine

Its very time consuming to lay mines exactly how you want them. auto cast saves you the time, but is often wasteful. with this ability and the original, an acceptable amount of time can be spent micro-managing the mine fields. Also, the current autocast seems to be counter-productive; everytime a mine explodes, it places a new one somewhere else (usually). if it exploded there, it was a good spot. after awhile, there is this channel thats un-mined and easy to get through.

but if there was a Replace Mine ability, you could set the mining squadrons to auto-lay mines for awhile, once a good amount is built up, shut off that autocast and turn on autocast for Replace Mine. now, the effective spots will stay effective. You could also carefully place everything manually, turn on autocast for Replace Mine and your field would stay as you built it. or a combination; you let the AI lay a bunch of mines, scrap the ones you dont like, add some where you want to touch it up, then put up the Replace Mine.

This could also help for those situations when the autocast goes a little crazy and makes too many mines in the earlier part of games. you either have to live with bankrupcy and a full mine field or a field that gets whittled down currently.

On the other hand, my fleets seem to go out of their way to go into mine fields, even when im ordering them to go around it, so...

16,585 views 6 replies
Reply #1 Top

Yeah, I think mines would be a lot more effective if all the races had a way to keep replacing their minefields without needing to manually build them every time.

Reply #2 Top

This'd be nice.

 

:fox:

Reply #3 Top

Then again, you have bastards like me who just go above or below the mines.

Reply #4 Top

I think mines should rapidly 'pop up' (or down) to strike ships that encroach upon their X/Y threat axis... consider it limited homing capabilities. It would solve that particular Z-Axis problem pretty handily imo. Also, ffs, let mines hurt starbases... it makes no sense to me that a big ass space-bomb can't hurt a star base... it also looks ridiculous when my Orkulus wades through about 100 homing mines to go eat a Transcensia without setting a single one off - where as my tiny little scout has to run for it's life with a swarm behind it.

Reply #5 Top

How do you actually go above or below mines ?

 

And what is the most effective way to remove them, is it really just getting a strong cap to run some over ? c..c

Reply #6 Top

You can give orders on the Z axis in sins if you go to your hotkey menu and assign a hotkey to it (by default it doesn't have one), which allows you to order your ships to go above or below a mine field.

 

Here's a couple of the more popular ways to mine sweep (and no getting cap ships to do it is a very bad idea! 8C x_x )

 

1. Scouts and Flak - Flaks are in theory a great anti mine unit as they can fire in all directions and deal anti light damage. However, I've found that unless you carefully manage the AI advent homing mine still can pose a problem.

2. Scouts suicide - The fastest way to get the job done, build a lot of scouts (just  because they are the cheapest unit) and send them through the mine field. Hopefully they'll clear a path for your fleet to get through.

3. Scouts and fighters - I prefer this for homing mines, fighters also deal good damage to mines and they neither set mines off nor are they damaged by them. You have to keep moving the fighters as you clear the mine field though for the quickest results.