Mine Launcher

Overview
s don't have a firing arc per se, but are launched and are stationary until an enemy ship comes within a 2km proximity of them (this range can be increased to 4kms), at which time they will pursue and detonate upon impact. Mines are not affected by weapon power. Mine Launchers share a cooldown, like all cannons and torpedo launchers, preventing the player from laying large minecarpets.

Types
There are several types of Mine Launcher available in the game which are listed below. Each type of mine holds a different bonus (often referred to as a proc). The damage done by these weapons is modified by several Captain skills from the skill tables and also by other means such as Tactical Consoles. The baseline damage is dependant on the meta-level of the launcher and its rarity. For more information on the base damage done by mine launcher weapons, see the respective weapon type articles.


 * Photon: High DPS, 14.3 second reload
 * Quantum: High Damage per mine, 20 second reload
 * Plasma: Plasma dot, 15.3 second reload
 * Transphasic: +80% Bonus Shield Penetration, 20 second reload
 * Chroniton: Signifcantly reduced Flight Speed and Turn rate for 10 sec per mine, 20 second reload
 * Tricobalt: Highest Damage, disables target for 2 sec, repel, 28.6 second reload

Maximum number of mines
For a given type of mine&mdash;mines with the same name&mdash;you are limited to having a certain amount of mines out at once. This limitation is based on the firing mode: Thus, the maximum amount of mines you are allowed to have out at once is the sum of the standard fire mines, plus a single set each of Dispersal Pattern Alpha I, Alpha II, Alpha III, Beta I, Beta II, and Beta III per named type of mine, as well as any cluster torpedo-spawned mines. Ability cooldowns and mine expiration permitting, of course. is also a separate group of mines, though it only works with the Advanced Inhibiting Chroniton Rapid Mine Launcher, allowing more of those types of mines out at once than any other.
 * When using standard fire without any bridge officer abilities, you are allowed to have four groups out at once, with two exceptions. Launching more will cause the oldest previously fired group to despawn.
 * For Photon, Bio-Molecular Photon, Black Ops Photon, Quantum, Modulating Quantum, Thoron Infused Quantum, Plasma, Chroniton, Inhibiting Chroniton, Quick-Arming Inhibiting Chroniton, Transphasic and Concentrated Tachyon mines, which release four per launch, you are limited to 16.
 * For Tractor mines, which release three per launch, you are limited to 12.
 * For Tethered Quantum mines, which release two per launch, you are limited to 8.
 * For Tricobalt devices, which release a single device per launch, you are limited to 4.
 * For Nukara Web mines, which release two per launch, you are limited to 4; unlike other mine launchers, you can only have two standard groups of these out at once.
 * For Shockwave mines, which release a single mine per launch, you are limited to 5, one more than expected.
 * When using a bridge officer ability, you are allowed to have one group out per ability and tier. For example, if you use Dispersal Pattern Alpha I twice, any from the first group will be despawned upon firing it a second time; however, you may use Dispersal Pattern Alpha II and it will not despawn the mines from Dispersal Pattern Alpha I.
 * Mines spawned from Cluster Torpedoes are all counted separately and will not despawn each other, even if spawned from the same firing mode on the Cluster Torpedo Launcher.