Guns of Icarus Online

Guns of Icarus Online

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Mine'em away
By Crafekster
Learn to use the mine like a regular gun! Still mostly for defencive purposes.
   
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When to use it! When NOT to use it!
As you may have noticed when you first tried the mine, it seems like a difficult and or not as effective gun to be using. But that is when you are WRONG... and right.


The mine is a situational weapon that should be used when you know it will give trouble to the enemy. If you plant mines at a spot, your teamate may forget about them and hit it themsevles... yes the mine does friendly fire.

In any case, mining a small passage way will keep flankers from squeesing thru wherever you mined, but once they see the mines, they will not hit. Thats when you get positioning advantage.

Whatever the way you like to use mines, that way is the least eventful. However, i will tell you how i use it.


Sink these notes in your brain;

Do NOT use the mines too close to a friendly unless you are desperate and know your ally will tank the damage.
There is quite a blast radius from the mines, even if your ally didnt hit it, but he is fairly close to his enemy that did hit a mine, that ally will also get a bit from the blast.

Use the mine when you know he will see it, or when he will fly right into it
Sometimes you will want him to fly against you so you have the advantage...

More about that in the next section!
How to Fire the minelauncher!
This is going to be the greatest tip for the mine launcher.

With default ammo or any other ammo besides LESMOK and LOCHNAGAR. Your mine will deploy at 150 distance away from your ship in 3 seconds on this part of the minelauncher.

So when you are about to fire the mine launcher directly torwards an enemy ship, aim where the mine is deployed in the image. I call it right above the hinge/pivot of the minelauncher.
That is your new cursor with the minelauncher.

When your opponent is too close, a hit from the unarmed mine will do next to 0 damage. So when the enemy ship is getting bigger and bigger, be quick to fire a defencive mine.

But sometimes 150 is not enough. 150 is usualy the ramming distance or the prefered brawl range, but brawling can go up to 300.

That is when lesmok comes in. With LESMOK aim with where the yellow pipe ends. Or where the mine is deployed in the image here.
Lesmok mines will prevent most gattling and light carronades and mortars of being able to get in range of hitting you. However, it is best if you use this earlier than the default ammo as determining the distance gets though the farther away.

Also note that for defencive purposes, you may want to use this tech as you are moving away from the mine because a lesmok mine is actualy 250 away from your own ship. But a slight movement away brings it up to 300 or more.


Now there is the Lochnagar. The lochnagar is nothing special other than it is deployed right infront of you. So if the ship has rammed you or is 1 second away of ramming you, you better have that lochnagar up.

Lochnagar should be used when you know a ram is coming in, it wont damage all components like the other mines do, but it will take 80-100% of all hull armor on all ships. The impact of the lochnagar halts the enemy ship good too. So, use Lochnagar for very very close ranges and make the enemy ship go in a sudden disbelief.



I use these mines on my Spire when im up against Pyramidions, or ships that are coming in closer (Ships with brawling weapons).

It is also recommended on the back of a Galleon, when an enemy ship is chasing your galleon, you may mine him away.

It can also be used on the junkers left or right sides, for an offencive approach with the mines where they use the mines directly on top of the enemy rather than using it defencively, for that then it is best to use the rangefinder to determine what distance the junker should circle a ship at.
But this is very hard.

A mine launcher on the back of a squid is very usefull versus another chasing squid.

The mobula is a very diversive ship and could have a mine on it on whatever side for defencive sake.

The only ship that is counter effective is on the pyramidion as its guns arent suitable for any defencive meneuvers. Mines on the front will destroy your own ship, mines on the side wont be effective as the junker can turn much greater than the pyra.
Extra: When they see the mine
When you shoot a mine way too early, but infront of the enemy. That is going torwards you, dont worry, it is still a good mine.


Now you have the advantage. The enemy ship is forced to move around the mine, over or under it.
As you are moving away, place more and more mines for every meneuver he tries.

The distance between you and him will be great.

But instead of running away with more and more mines, you can use this also to escape from dead ends.

One time on a Spire, a pyra was chasing me, he started to proove really good versus my mine shots. So what i did when i was ganged up against a dead end is, fire an early mine and see what he was going to do. He choose to fly over it, so then i with the spire flew under the mine. Making a possibility of flying under the pyra without chute vent. The spire is better at vertical meneuvering and turning so i had butt loads of time to escape from the dead end as the pyra had to turn.

Some pyras move backwards instead of turning and thats when heavy mind games start to play, but that is also another story.
4 Comments
woodbits 1 Feb, 2015 @ 3:33pm 
"Some pyras move backwards instead of turning and thats when heavy *mine* games start to play"

puns
BoogieWeedDispensary 20 Aug, 2014 @ 10:19pm 
Also, it's good to keep in mind that incindiary gives you a fourth range for mines. Incindiary mines drop closer and a lot further downward, letting you be able to finish off ships too low and close for plain mines. For this reason, gunners should almost always run lesmok/lochnagar/incindiary for maximum mine coverage.
Siepe 20 Aug, 2014 @ 10:16am 
Mines all the way!
Psst. Loch is better
Boosterspice 22 Jan, 2014 @ 10:49am 
A very good guide. Mines are more useful than we think :)