Author Topic: Area Mines/Grenade Launchers Still OP  (Read 974 times)

Offline Spikey00

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Area Mines/Grenade Launchers Still OP
« on: January 01, 2010, 06:40:50 pm »
Area mines, when you have enough of them, can destroy any number of ships.  It's the same problem with grenade launchers, where they can hit an infinite number of ships with their AOE--especially potent to ships traveling through wormholes together.  A case example is during AI waves, where I had maybe a hundred of area mines that easily dealt with a wave of a thousand AI ships.

Both of these units need addressing to, for a maximum amount of affected targets; as much as I like utterly destroying a thousand ships in under a second.  =\
« Last Edit: January 01, 2010, 06:49:39 pm by Spikey00 »
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Offline Oewyn

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Re: Area Mines/Grenade Launchers Still OP
« Reply #1 on: January 02, 2010, 12:02:48 pm »
I really disagree about area mines.  It takes 3-4 layers of mines to destroy an entire wave of tech 2 ships(in most cases)  Which can take anywhere from 55, to 80 mines.  At 400?/800 a pop, that means for each wave destroyed, you spent 22000/44000 - 32000/64000.  For that many resources, you could easily create a large enough sized turret defense to take out the wave.  220 - 320 mk 1 basic turrets, or 110-160 mk 1 MLRS turrets.

You also have to consider the cost of maintaining the minefield when there is no incoming wave.  Random groups of 10 ships will take out 5-10 mines which just wastes resources.

I will agree that before the damage nerf, area mines just slaughtered everything, but now they feel about right atm.

Offline x4000

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Re: Area Mines/Grenade Launchers Still OP
« Reply #2 on: January 08, 2010, 08:42:55 pm »
I agree that these don't seem overpowered at the moment.
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Offline quickstix

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Re: Area Mines/Grenade Launchers Still OP
« Reply #3 on: January 08, 2010, 10:35:07 pm »
Don't forget the knowledge cost of 4000. That's a pretty hefty investment for immobile planetary defense, compared to what else 4000K can buy.

Offline RCIX

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Re: Area Mines/Grenade Launchers Still OP
« Reply #4 on: January 08, 2010, 10:45:51 pm »
Don't forget the knowledge cost of 4000. That's a pretty hefty investment for immobile planetary defense, compared to what else 4000K can buy.
don't you mean don't you mean 4000? because i think it would be a loooooong time before you hit 4 million...
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Offline quickstix

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Re: Area Mines/Grenade Launchers Still OP
« Reply #5 on: January 08, 2010, 10:48:33 pm »
4000K as in 4000 Knowledge. :P