Forums » Suggestions

Increase Biocom Mine Damage

Apr 12, 2011 tarenty link
10,000 isn't even enough to kill a revenant, and we're talking about a small nuke. I believe that, to have balance with the Anvil ( http://www.vendetta-online.com/x/msgboard/3/24765 ) it should have between 50,000 and 70,000 damage.
Apr 12, 2011 ryan reign link
+1
Apr 12, 2011 Dr. Lecter link
Like so many other things GS has deigned to toss into the game as 'high-level content,' I would never even consider using a Biocom mine because it's just a hard to obtain piece of shit.

+1
Apr 12, 2011 CrazySpence link
ooh that'd be epic

+1
Apr 13, 2011 Alloh link
+1 make it worth the effort, damage>=75K . It was a complete disappointing when I got one...

we also need instakill guns... death is cheap, while killing with Biocom mines aren't...
Apr 13, 2011 abortretryfail link
Yes +1

Biocom mines are expensive to make, cost 1mil to reload, weigh lots, use your entire powercell to fire, and only get one shot. At the moment, that one shot isn't even capable of killing a single CtC transport.

It's utterly useless in every possible situation.
Apr 13, 2011 Pizzasgood link
+1
Apr 13, 2011 PaKettle link
Up the damage AND make it persist until the mine is destroyed. Then it would be worth the crafting effort.
Apr 13, 2011 Lord~spidey link
give it some decent splash/proximity radius.

something where using 3~5 could blockade a wh.
Apr 13, 2011 tarenty link
Well, proximity is roughly 600m if I remember correctly, to prevent people from shooting it, and the detonation radius is around 700m.

PaK's idea would make it a useful blockade tool.