Generally, the Proximity Mine is considered to be fairly bad when Bombs are concerned. It has a possibility of dealing 0 damage, only damages 1 ship, can be out-flown fairly easily, and requires an action.
However, I just had this revelation when commenting on another thread:
The fact that the Proximity Mine uses an Action is actually its greatest asset!
The trick here is to load it onto ships with low pilot skills. You move first, and perform your actions first. You have a fair shot at planting it in an unavoidable position for your foe if you plot your movement with this specifically in mind, as it has a huge detonation base.
Moreover, with folks learning how to avoid Seismic Charge and Proton Bomb clusters, the Proximity Mine's ability to be dropped immediately after a maneuver gives it a significantly larger element of surprise.
It has also inspired the following fleet (3 Variations)
======================================================
Scimitar Squadron Pilot
+ Proximity Mines
[19]
Scimitar Squadron Pilot
+ Proximity Mines
[19]
Scimitar Squadron Pilot
+ Proximity Mines
[19]
Scimitar Squadron Pilot
+ Proximity Mines
[19]
Variable Ship(s)
[24]
======================================================
Variable Ship 1:
Howlrunner
+ Push the Limit
+ Stealth Device
This option gives me excellent swarm-support, allowing my Bombers to Barrel Roll or Focus for extra damage and defense rather than Target Lock. Provides a fairly clear target for Focused Fire, which is troublesome.
Variable Ship 2:
Omicron Group Pilot
+ Ion Cannon
This option concentrates on ensuring those proximity mines get used very efficiently. Probably not the best option, though.
Variable Ship 3:
Academy Pilot
+ Another Academy Pilot
Turning this from a playtesting fleet into an actual swarm, though I am unsure of how strong a swarm is without Howlrunner. Still, this is the option with the most survivability.