Ophiuchus wrote:Fri Mar 20, 2020 3:24 pm With the mines I am not able to penetrate into enemy territory at all. There should be an anti-mines part I guess. If you have to mount a stealth part, a fuel part, an anti-mines part, and a detection part to get a scout going it will not be overpowered. There could be also a flagship which neutralized system mines.
Oberlus wrote:Fri Mar 20, 2020 3:51 pm Against mines I use bioadaptive with 1 armour part or sentient, if I'm focused on organic stealth, or big hulls in general if focused in any other hull line.
I never thought we need another counter for mines.
Nanorobotic hull can regenerate faster than mines damage, IIRC, and it could get a high stealth part for late game anti-mines hidden scout (an expensive scout indeed).Ophiuchus wrote:Fri Mar 20, 2020 5:54 pm I wanted to send an invisible scout deep into enemy terrain. Got stopped at every system and 14 mine damage.
Another idea: If we include the "play dead" fleet focus, we could stop applying mine damage to the ship (at least if not moving). The ships could heal up a bit (also refueling) before jumping.
I'm scared of any hull that could be used to fully counter mines because these are already UP late game against big hulls, and making them also useless against small hulls (the ship part would not be used only for scouts) could be a death sentence for that tech branch.
The play dead fleet focus... I don't know. It could be mixed with that "go silent" focus we've talked about to boost stealth and help to get less mines damage, but always get some.