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TU Launcher MAX LIMIT

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Jan 26, 2017 Mi5 link
Thread Music : https://www.youtube.com/watch?v=ZTidn2dBYbY

At the moment the current limit of TU mines that can be laid by a single pilot is 42 per sector

That is equal to 21,000,000cr worth of ammunition.

The most popular way of placing mines is with the use of a Trident Type M or the current test version of the Goliath for free with the use of a smaller ship.

What I am suggesting is that the current limit of TU mines a single pilot can place be no more than 10 per sector, the current equivalent of the Goliaths cost of purchase.

At the moment a Goliath can be deshielded and instakilled by a single pilot(600K Armor) for free 42x15000, which is insane. Not to mention a small group of pilots can effectively close off a sizeable area of the universe the size of an entire nation in a matter of minutes at no cost. Leaving those without access to the current shielded ships in a position where the game cannot be played at any level, and those with access at at risk level so high that they cannot not be used. As a player who has built a Trident Type M and TU Launchers I find that to be extremely unbalanced.
Jan 26, 2017 Skytex link
+1
Jan 26, 2017 Eyvindr link
-1
Jan 26, 2017 Moe Lester link
-1

I'm having a lot of fun with those mines (jumping in the sector and trying to stay alive).
I think there's nothing to fix about TUs.

:-D

--
Moebius.
Jan 26, 2017 bojansplash link
-1

There is an inherent danger in playing with TU mines unless you have a launcher mounted on a capship.

Launching a TU requires 500 energy, if you want to put up a minefield you need to fly around with a rag or a prom and drop them 2 by 2, go back to capship to reload.
Thanks to the mines backsplash damage (2x) if you drop a TU when someone jumps next to you - you are dead and your hard to get expensive launcher is lost. Your capship is free game too.
Making a really effective minefield is extremely dangerous, npcs or players can trigger a mine and if they are not carefully laid out a chain explosion happens and you die again.

Limiting number of mines to 10 instead of keeping it at the fun number 42 (we all know what 42 means) makes the inherent danger for the minelayer smaller but it also diminishes the effectiveness of the minefield to a point where its just not worth laying them out.

The only real use for TU thus becomes as a defensive weapon on capships which everyone now does since the single large port on capships is ineffective for anything else.

How about quid pro quo?
If you limit TU mines to 10 per sector, make capships unable to equip TU mines in their L port.
Jan 26, 2017 Mi5 link
If you want to make capships unable to equip TU Launchers you should make your own suggestion thread, that is merely an attempt to secure this one is dead on arrival. Very self-serving.

The 42 TU mines per sector limit is only fun for the person laying, and those in his group because it is extremely safe. This game does not have enough players to expect someone jump on you during laying.

10 is a much saner amount, and makes much more sense. This is no barter or trade, this is a suggestion. Quid pro quo, lol.
Jan 26, 2017 Niki link
This game does not have enough players to expect someone jump on you during laying.

Yeah, this only happened about every two in three times I have been laying mines in the past few days. The dangers Bojan is talking about are totally exaggerated. [edit] /s to aid mi5's comprehension

Why don't you try creating one of those mine fields you're complaining about before you're completely misjudging what it takes to do it? You also made the same mistake by using Greenwall's refuted claim that laying out these big mine fields only takes a matter of minutes, while it in fact takes much longer than that, giving ample opportunities to get yourself blown up (again, see Bojan's post).
Jan 26, 2017 Mi5 link
I have, it's how I figured out the limit on mines.

Doesn't take any time at all, and not a single NPC/Player jumped on top of me while doing it.
Jan 26, 2017 Sieger link
I have often TU mined several WHs and I have to say that it really happened rarely that a NPC jumped in next to me. It's because there are generally few escort bots flying around nowadays. I'm not saying it didn't happen, but when it happened, I had enough time to return to my capship to dock safely. I've personally never lost a TU launcher to somebody jumping in next to me. I may just be really lucky, but I doubt that it's siginificantly more dangerous for anyone else doing it.

And I have to say, the call for "making capships unable to equip TU Mine Launchers" is really is right up the on the list of the most stupid suggestions ever. Hahaha.
Jan 26, 2017 Stylezmaster link
-1

That just makes things more unrealistic with VO magic.

P.S.: Watch your radar/dodge
Jan 26, 2017 Mi5 link
You can't watch your radar, or move your ship midjump. Have you even read any of the threads that have been posted recently? With that logic there should be no limit to how many mines we can place per sector.

This is just Lmines in front of station exits on a much larger scale, and we all know how that was solved.

My suggestion is far from that.
Jan 26, 2017 Stylezmaster link
Even of you reduce it to ten, you will still have the problem. Jumping in the sector from all sides multiple times to find the perfect spot. 10 is more than enough to achieve your goal still. Only real difference is it takes more precision, and I'm sure these miners don't really have a problem with that.
Jan 26, 2017 Mi5 link
You can't instakill a Goliath with ten TU.
Jan 26, 2017 Stylezmaster link
Well then what is the point of a mine of you can't have as much as possible? In war, there are more than ten or four mines on a minefield. These aren't nukes have you, but they have a high possibility of killing more than one man with one mine.

EDIT: Wait, you just edited your reduce it to four suggestion, lol
Jan 26, 2017 Hoban-Wash-Washburne link
-1

Naval mines can be used offensively—to hamper enemy shipping movements or lock vessels into a harbour; or defensively—to protect friendly vessels and create "safe" zones.

The purpose of mines is to lay a large field to inflict damage or for psychological effect (this seems to be working). Grey space is inherently dangerous and that is its point in VO.

That is equal to 21,000,000cr worth of ammunition.
That is one of the perks of having capships. It is not a justification for imposing a mine limit.

At the moment a Goliath can be deshielded and instakilled by a single pilot(600K Armor) for free 42x15000, which is insane
All 42 mines would need to be laid in a very tight dense pattern within 500m of each other in order to accomplish this and in that case are easy to avoid even in a capship. Also laying that many mines in that tight of an area is jsut as dangerous to teh person making the field as it is to anyone flying into it.

Not to mention a small group of pilots can effectively close off a sizeable area of the universe the size of an entire nation in a matter of minutes at no cost
Again that is the purpose of mines. To allow a samll group to impose danger over a large area.

I really so no valid argument for decreasing the number of TU mines that can be dropped in a sector.
It does not break the game mechanic it simply increases the danger of flying through grey space in that you have to pay attention and can't just turbo around at will in safety.

If players want safety they should stay in monitored nation space.
Jan 26, 2017 Mi5 link
https://en.wikipedia.org/wiki/History_of_the_Teller%E2%80%93Ulam_design

What part of nuclear instakill with no chance of evasion on a mass scale with little risk while using is not game breaking.
Jan 26, 2017 Stylezmaster link
That link just makes me think you want the TU to be just like the real one, which in theory would destroy everything in the sector with one mine, lol. (Unless of course you are really deepspaced.)
Jan 26, 2017 joylessjoker link
-1

Sobbing and moaning about the ability to clump 42 mines together is silly, since it's so easily countered. Run a single EC-89 into them, ta-da mines all gone! The miner basically just lost 21m for nothing.

I think it's good that mines are being used more now. Nerfing them any more would put them out of commission.
Jan 26, 2017 bojansplash link
If you want to make capships unable to equip TU Launchers you should make your own suggestion thread, that is merely an attempt to secure this one is dead on arrival. Very self-serving.

Now my dear ignorant fellow.

noun, quid pro quo - something that is given or taken in return for something else.

My post was completely on topic and I merely suggested an alternate solution to your proposal by introducing a "quid pro quo" solution.
Jan 26, 2017 Stylezmaster link
For once I agree with JJ here.

What are TUs' real purpose in the game?