Weaponsmith Archive

Thread: DXR Mines bugged?

Ancho
Sun Jun 19, 2005 1:40 am
#1

Mines are a waste of time if you don't have a base to support.

They are too limited in what their defined role is at the moment.

- J



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CorenLanra
Sun Jun 19, 2005 6:20 am
#2

I made just 1 crate of DXR mines and am going ot have them field tested at a base. I did notice the damage was pretty low. However I have about 400 subcomponents I made for thermals pre-cu, including the medium warheads. I'll have to make a few XG and see what the difference is when someone walks on them .



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Kesslan
Sun Jun 19, 2005 12:29 pm
#3

Well since I seem to be one of the very few.. if perhaps the only WS to have bothered fiddling with explosives heavily since CU. I was just wondering if this issue was really a bug. Or was in some moment of insanity. Actually intentional.


I've been making mines for my guilds bases for a while now. And I've been using top of the line resources. 94 percent or higher experimentations that kind of thing for every sub component, final combine etc.


Now when I first started looking into this. I noticed quickly that DXR mines which use Medium warhead mechanism. As well as warhead stabilizers. And not only that, call for named resources such as crism ore. do LESS damage than XG mines. Which only use warhead fusing mechnisms and light warheads. And no named resources at all. Just generic slots.


I think the best damage I've gotten out of a DXR which is about 3x more expensive to make than an XG mine is something like 350 damage. Which is about 200 points less than what I can get out of an XG mine. This seems horribly backwards to me. Or is it pretty much like the commando rocket launchers which call for all sorts of expesnive sub comonents but are only crappy CL22 weapons?



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Rathagor
Mon Jun 20, 2005 3:03 pm
#4

I noticed the same problem, made around almost all the components for 1000 mines to realize i was wasting my time. Didn't make sense that a mine using a smaller warhead makes a bigger boom.




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Bakurin Rathagor - Level 1 Trader (12pt Master Weaponsmith)
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Kesslan
Mon Jun 20, 2005 4:56 pm
#5

That and I noticed Mine and Grenade PUPs do NOT work. Nor do munition enhancers like Kliknik Glands. They wont go into the slot. And when I ticketed it. A CSR simply said well.. they'll fix it... eventually.


GRRRRR





Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
Bothan Armory: -2070 -4517 Sanctuary Island - Corellia
Also at: -1395 -5820 Da'Vinci - Tatooine
Stealing your wallets since November 04
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