Ruiner - ruined idea?

I'm totally baffled with this unit.

Yes it is the only minelayer cruiser in the game, yes it is supposed to be used offesively (like everything Vasari), but seriously, wtf is the use of this?

I tried to experiment a bit with Ruiners but can't figure out any clever uses of them.

The best I could do was cleaning Terran planets around 10th minute or powerleveling my cap.
What I did was tanking the defenders in one end of the gravwell with my cap and setting up two clouds of mines in the other end, then running the defenders through the mines for quick carnage (AI ships won't target the ruiner, flaks have only 30 secs to down the mines - if they're far way, there's no chance; also, neutral AI defenders have no scout frigs).
If you have 2 ruiners, you can completely wipe a Pirate Base's fleet by 15th minute (that's ~3-5 levels for a fresh cap).

Still, I can't see any use of the ruiner in a player vs player match. Mines themselves can be useful, but I can't seem to find any way to exploit (as in use, not abuse) its mobility.

14,701 views 38 replies
Reply #1 Top

Maybe have one or two ruiners in your fleet, and leave *presents* behind if you're being chased. Or you can use them to establish a beach head in a non-Vasari gravwell, to put your starbase in.

Reply #2 Top

Once had an opponent take an egg, a small fleet, and a few ruiners and run in behind my lines leaving lots of mines after every jump.  After jumping around for a while he managed to take out one planet with the egg because my fleet was so tied up trying to maneuver around the mines.  He lost ultimately because he focused too much on that micro while he let his econ flounder.. but for a while I was really annoyed and distracted.

Reply #3 Top

Mining stars and wormholes might be useful.  Perhaps dropping mines right next to somebody's trade ports or refineries might be useful if you're in a hurry and don't have the time to knock it down.

Reply #4 Top

Doesn't the advent carrier also function as mobile mine layer also?  It can't deploy as many mines as the ruiner, but it can field 3 squads at a time.

Reply #5 Top

advent mines are a whole 'nother ballgame

Reply #6 Top

Quoting garv222, reply 4
Doesn't the advent carrier also function as mobile mine layer also?  It can't deploy as many mines as the ruiner, but it can field 3 squads at a time.
End of garv222's quote

That sounds very nice on paper, but building mine layers drains serious am.  One squadron is already a bit much.

Reply #7 Top

I think Runiners are useful for deploying mines to slow down enemy fleets.  I wouldn't spend too much time with it though.

Reply #8 Top

Quoting Dostillevi1, reply 2
while he let his econ flounder..
End of Dostillevi1's quote
Not necessarily, you have to remember that each cloud of mines costs 710 credits and 140-ish metal and 75 crystal if i remember correctly. So he didn't forget his econ, he just spent all his money on the mines.

 

I believe Ruiner should be changed a little bit. The way it is now, it simply isn't really worth having.
For example, the ruiner could 'throw' a cloud of mines some distance away instead of around himself, like Kortul throws Volatile Nanites. Or the mines could do 10% damage until they're fully activated. Or they could cause 10% explosion damage when destroyed.

Right now, ruiner's mobility is quite useless really.

Reply #9 Top

yes please increase damage or faster deploy time so people will start using them more :grin:

Reply #10 Top

I don't want the damage buffed just so the mines are useful.
Mines are fine - if you don't pay attention, you go puff.

Something has to be done about the Ruiner though, because it is only marginally useful on the offensive.

Reply #11 Top

On the topic of mines, how do the advent mines work.  I can never quite seem to get them to do what i want. 

Reply #12 Top

In vs. AI games I play with friends, I find that it's usually easier to send a few Ruiners if my ally needs defensive support and is far away, instead of assembling a small fleet to babysit them with.  The resource savings are questionable, but the Ruiners require less micro in this case since you can just deploy a few clouds of mines and then get back to paying attention to your own matters.

Reply #13 Top

I wonder, maybe to make ruiners more useful, make them a mine clearing ship as WELL as a minelaying ship. They could go in, unphase the mines, and then fire an anti-mine gun at the mines. It would definitely make them worthwile to have in a fleet.

Reply #14 Top

Quoting meyerk, reply 11
On the topic of mines, how do the advent mines work.  I can never quite seem to get them to do what i want. 
End of meyerk's quote

 

You can use advent mines using the their drone host carriers or the hangar bays.  In the squadron selection you will have an extra build option for homing mines.  These act just like normal strike craft except they have no weapon and have the ability to deploy in an area to create a small field of homing mines.  Advent mines do extreme damage against a single target and minor damage to a small area around the explosion.  Vasari mines do 750 damage to all caught within the explosion.  What makes advent mines so incredibly useful is the fact that they have a rather large homing range.  A mine is only really useful if it actually detonates.  In this case advent mines have the greatest chance of detonating since once a target flies remotely close to them they will start moving toward that target to explode.  I'd have to say advent mines have about....perhaps twice as large a chance as finding a target than any of the other mines.  I've seen pirates go UNDER my vasari mines which drove me nuts.  TEC mines have a similar performance as the vasari ones.

Reply #15 Top

Quoting garv222, reply 14
 I've seen pirates go UNDER my vasari mines which drove me nuts. 
End of garv222's quote
Happened to me yesterday. I tried experimenting with Ruiner to clear Desert/Terran planets quickly for cap's levels and colonization ofc. Somehow (they must have chased a scout frig over the planet), the whole rebel fleet ended up flying way over the gravity well. I couldn't make them hit the mines.
Retarded really.

Reply #16 Top

How about merging in the role of structure killing with the Ruiner? The ruiner is a ship that houses the most potential explosives of any frigate. The Vasari pride themselves on the enslavement of other races, so a slave crew with a few masters can manage the ship. See where I'm going with this? Take the Ruiner, attach a thick front armor drill, prime the mines INSIDE the ship, go full speed hardcore into a structure. Sure, you lose a few slaves, but you get rid of a lot of enemies!

Sure, you would have to run the ships directly into danger in order to deal damage. This means you'd likely need more frigates than other races to accomplish the same thing. You'd also need new ships for every target you're trying to kill. But it's not AS severe as things are currently, and the vasari have a great ability to scavenge the scrap.

Reply #17 Top

How about merging in the role of structure killing with the Ruiner? The ruiner is a ship that houses the most potential explosives of any frigate. The Vasari pride themselves on the enslavement of other races, so a slave crew with a few masters can manage the ship. See where I'm going with this? Take the Ruiner, attach a thick front armor drill, prime the mines INSIDE the ship, go full speed hardcore into a structure. Sure, you lose a few slaves, but you get rid of a lot of enemies!
End of quote

That is a nice suggestion. It keeps uniqueness and adds variety. That would allow the Vasari to attack StarBases easier. Right now, it is nearly imposible to deal with enemy SBs as Vasari.

Of course, this would only work if it ignored shield mitigation and/or armour.

 

 

 

Reply #18 Top

Of course, this would only work if it ignored shield mitigation and/or armour.
End of quote

shield mitigation, yes...armor, no.

i think theres a flawed assumption here that ruiners are actually supposed to do something besides lay mines. it isn't. its the vasari means for laying explosive and gravity mines. they just chose to do it with a cruiser. less fleet supply spent on your minelayer than, say, the advent, but then again less flexible too.

and advent homing mines do 1050 to their primary +150 to surrounding.

Reply #19 Top

Vasari decided to do this with a cruiser because they are offensively oriented. Or supposed to be. It's been mentioned by one Fraser or another.

Reply #20 Top

mines arent an offensive tool. if you want a mine that flys towards its target, buy an assailant.

the intent is to have a convenient method to hostiley desploy mines, while either running or just do it off the side in the enemy's gravwell so it interrupts their fleet activities. carriers attract to much attention.

Reply #21 Top

Quoting crashmatusow, reply 20
mines arent an offensive tool. if you want a mine that flys towards its target, buy an assailant.

the intent is to have a convenient method to hostiley desploy mines, while either running or just do it off the side in the enemy's gravwell so it interrupts their fleet activities. carriers attract to much attention.
End of crashmatusow's quote
And that's why ruiner is meh.

Reply #22 Top

and whats so great about homing mines (require sacrifice of carrier/squadrons)? hell, what do you have to complain about? at least it lets you deploy mines in hostile wells.

Reply #23 Top

And that's why ruiner is meh.
End of quote

Thats why ruiner should activate mines faster so that mines can be used offensively. This way they can leave behind "presents" for a pursuing enemy fleet.

The whole point of having a mine-laying cruiser is to lay mines offensively. Right now, Ruiners don't fulfill this role.

Reply #24 Top

The whole point of having a mine-laying cruiser is to lay mines offensively. Right now, Ruiners don't fulfill this role.
End of quote

Using them to block off plausible paths for reinforcements while you're raiding, dropping mines to buy you a bit more time to deploy a base in the fringe of a grav well, and so forth might be considered offensive.

Reply #25 Top

The problem is that for their cost, with their activation time, the speed of the Ruiner and the way it deploys mines (a chaotic cluster over a large area around it) what you get is HARDLY worth the money and time spent on Researching Ruiner, building it, draggin it along with your fleet and actually deploying the mines.

All that would make the ruiner really worthwhile would be a slight change in the way it deploys mines.
For example, instead of doing it in a chaotic cluster around itself, he could 'throw' the mines at a small distance (up to, say, 2500-4000; nothing torpedo-cruiserish) in an array shaped like this '.'.'.'.' or ::::::. It would be so much more useful and reliable in offensive combat situations.