When using the seeker mine I noticed two behaviours that are becoming annoying.
1. If you try to throw the seeker mine to a spot that is no good then the seeker just seems to get stuck in your hand. If you try to re-aim it does not work. The only way to get it back is to select another skill / weapon then reselect the seeker. This can be most annoying when it happens several times in a row in an area with lots of obstacles.
2. if it does not initially find a target then it just sits there or comes back to you. I cannot seem to make it seek a target if this happens. I don't see the marker on the enemy to manually select with the skill button. I have to cancel the seeker by holding the skill button down and then wait for the cool down.
Is this behaviour intentional?
what am I doing wrong?
is it not working correctly?
Cheers Dave.
add that when using the cluster mod I often have mines not aquiring any target which explode immediately after dropping them on the ground, often damaging me in the process. Not sure if its just bad visual feedback but enemies tracked by the mines usually take evasive action and the mines still explode on the positions the enemies had upon target aruireing, often missing them alltogether,
Using seeker mines had become kind of pointless because they bug out so often or simply dont seem to work correctly. I only use them for the distraction anymore.
the +4 mod is kinda stupid I assumed it would add to the number of times you could use it at first, like the chem launcher since it is so weak.... but that mod actually only helps the cluster seeker. It allows for more than the 4 or 5 mini seekers that split off.... so one +4/5 is basically all you need for like 8+ mini mines. That might even be too much since the range is so small and some enemies spread so much it never seems to target half anyway. Plus I don't think there are many times when more than 8 enemies ever spawn at one time.