Minesweeping behaviour, with regard to advent homing mines.

This wasn't so apparent before the last few patches, as advent AI players wouldn't mine too much. However, I've noticed a few... issues, I suppose, with clearing advent homing mines.

Basically, you send in a scout with minsweeping on. It activates the ability and goes towards a mine. It reveals the mine. This is, apparently, just outside of a Homing mine's lock on radius. The scout then proceeds to move forward to auto-attack the mine. This brings it within the mine's lock on radius. The mine promptly becomes invincible and rams the scout. Repeat until scout is dead, usually taking about 2 mines.

I cant really do anything about this, like make them keep their distance while bringing in longer range ships, as even with auto-attack off, scouts always auto-attack mines.

I'm not really sure how this could be fixed... Anyone else have some ideas?

3,174 views 7 replies
Reply #1 Top

Wow, sounds nasty.  I'd be interested in hearing a response to this.

While you're at it, I have a question of my own.  Are mines supposed to be invisible (except when exposed by a scout)?

Reply #2 Top

Mine detection ability ranges and scout weapon ranges are being increased in the next patch to address this issue.

 

Mines are visible but in Phase Space until they are detected by scouts.

Reply #3 Top



I cant really do anything about this, like make them keep their distance while bringing in longer range ships, as even with auto-attack off, scouts always auto-attack mines.

End of quote

 

if you toggle off mine detection they will not auto attack

Reply #4 Top

Quoting Steve, reply 2
Mine detection ability ranges and scout weapon ranges are being increased in the next patch to address this issue.
End of Steve's quote

Ah, wonderful. Thank you!  :grin:

Quoting ferang, reply 3
if you toggle off mine detection they will not auto attack
End of ferang's quote

Thus defeating the purpose of having scouts auto-minesweep, ne? >_<

 

One more thing though. This behaviour doesn't always happen. ie: The mines don't always lock on and follow things. I had a cap ship in a well, and tried to do some old school mine clearing. Flew the cap right through the middle of the minefield, not a single one locked on. Had the cap move to a mine. Still didn't lock on. Finally another cap flew by on unrelated business. LOCK ON! Blew away shields and some health.

Reply #5 Top


Quoting gotyaoi, reply 4
One more thing though. This behaviour doesn't always happen. ie: The mines don't always lock on and follow things. I had a cap ship in a well, and tried to do some old school mine clearing. Flew the cap right through the middle of the minefield, not a single one locked on. Had the cap move to a mine. Still didn't lock on. Finally another cap flew by on unrelated business. LOCK ON! Blew away shields and some health.
End of gotyaoi's quote

 

It may have been the case that the mines were freshly deployed and thus still in their pre-activated state.

Reply #6 Top

Quoting Steve, reply 5
It may have been the case that the mines were freshly deployed and thus still in their pre-activated state.
End of Steve's quote

No that's deffinately not the reason, I've seen them fail to lock on or even explode several times.  So much so I was asking myself whether the Z axis mattered.  Some ships could fly right over a mine with no consequence, and other times they would blow.

Reply #7 Top

It is silly that the mines are deployed in a 2D plane, but a space ship can just go above or under it rather easily avoiding the mines.

In most science fiction that I've observed, space mine fields are 3D volumes of mines that extend their main front towards the direction of the incoming threat, like a wall, not laying flat like a floor, if you get what I mean.

The system in Sins works most of the time because all commands are issues from a 2D perspective, but more often than not, some ships appear to slip right through a mine field and I looked closer and rotated the camera and its because they were flying above or below the mines. I think this should be addressed somehow.