For one reason or another, CDs and missiles tend to hit a target a lot less on the DiscoveryGC server than on the disco Berlin, Uk, USA, and PTC.
I want to ask why this is.
I read some old threads that said its lined to server lag and resources, I wanted to know if there is anything that can be re-adjusted about it.
Because in the current state, they are totally useless in fights.
Few examples:
CDs:
They hit when the target is moving away from you, but they don't hit at a if the target is moving towards you. Instead they go into a sort of "orbit" around the target which can last up to 4 seconds. I use train CD most, but it also the case with mosquito CD. This makes them pretty useless for countering mines and missiles (assuming the missiles posed any theat, but they dont anyway). On the GC server, you get about 10% hit rate for a target thats moving towards you. On the other mentioned servers, its about 90%.
Cannoball/Sidewinder missiles:
Same. Here it depends more on the right moment for firing them on the other servers. If you are good with them and the target isnt good at avoiding them (no CMs CCD and so on), you get a 50% hit rate on other servers. On GC, its about 2 or 3 in 70 shots. You have a higher chance of hitting someone with a gun than hitting him with a missile, even if he doesnt use CMs. When the target is moving towards you, you can see the missile go right through him, or pass him at very close range but it doesnt explode. When he is moving away from you, you can see the missile do some very tight curves around him and get very very close, but it doenst explode. Basically, this renders missiles totally useless against VHFs and light fighters, you can only hit caps or traders with the. This is rather sad in my opinion because missiles were the only remedy against shieldrunning on the other servers. Here, there is no remedy for shieldrunners. If a Sabre or LF doesnt want to get hit and you have 600 speed guns, you can only kill him if he lets you. Not only a problem for me, but also for my enemies. I fought with some pretty good pvpers in black dragons, it was impossible for them to kill my sabre, even in 2 vs 1. I could run 30k without losing shield. On other servers, missiles would have done the job.
Gunboat missiles:
A huge problem for fighters and bombers on other servers. There I would say they do think they needed nerf, because they were only possible to avoid in a head-on corkscrew loop, and often CMs didnt work on them. On GC, gunboat missiles are no problem at all. You dont even need CMs or try hard to dodge them. You jsut need to use thrusters a bit, and gunboat missiles never hit you. Thats good for me, becasue I never use gunboats but only VHFs and bombers, but it also makes this missile weapon totally useless.
Question...
Why is it like this on the GC server?
I think it would be possible to fix this a bit if missiles needed to be less close to thte target to explode.
can t tell you why its on discovery GC server and not on others - other than pointing at the serverload which is highest on the generic server and less on the others.
about the missiles itself:
CDs: yes - they tend to do so - dunno why, sometimes they overturn and try to adjust but cannot adjust as much as they want to due to their limited turn rate - so they orbit a target trying to hit a point they cannot hit. - missiles aim for the center of the ship - or the autoaim point you target ( but few players subtarget stuff as its not particularly beneficial compared to the efford )
in my experience, they hit well - but then - yes i usually only fire them at the back of a target.
cannonball / etc. missiles:
consider them "mines" - no really. they work well in a joust - where you kind of place them - and have the enemy fly into them. so they are like a stationary object with more manouverability than a real "mine". - when fired at a fighters back, they often miss - but that is highly dependent on the serverlag.
you d be surprised how well a firestalker missile hits AND tracks a target when fired at its rear. even a light fighter can be taken down.
gunboat missiles:
they already have been nerfed into oblivion. - when gunboats use them, its often cause its the easiest way to keep a fighter busy. - a dodging fighter doesn t really need to worry much about gunboat missiles ( a bomber needs to worry a little more of course ) - but concentrating on dodging alone means you have less time to line up a good shot.
all in all - they ought to be good, cause a gunboat is the fighters most dreaded enemy - and what good is an enemy ( paper, scissor, rock principle ) without a good weapon. - GB missiles take so much energy that only medium and heavy GBs can really chainfire them well - light GBs can fire one missile only ( two take 100% energy )
so - yes, they must be powerful. - and yes, i know it can be a real pain. - but then... a battleship fears the pair or more bombers, a bomber fears the fighter and gunboat, a transport fears the bomber and gunboat, a cruiser fears the battleship and bomber, a fighter fears the gunboat, a gunboat fears the cruiser and possibly the pair of fighters/bombers. etc. - each ship has its dedicated enemy - and it needs this, cause there must not be an alround ship thats good vs. everything.
Fighter missiles need a better a better projectile speed in my opinion, at the moment it's not their abilities to track that causes them to miss but it's because they're so damned slow. Their hit/miss ratio can be raised dramatically in the case of a small speed increase.
Lastly, CMs are close to useless against any type of ordnance, they need bigger deflection fields (range at which ordnances will be caused to miss).
yes - their speed might need a buff ( fighter missiles ) -- but only with a slight modification.
currently - the ships momentum adds to the missiles speed - causing missiles not to be able to fly into every direction. ( when you thrust 200 - and fire a missile, it ll fly 290 ( cannonball ) - but when they overshoot the target and turn, their max speed becomes -120 - hence, they fly backwards due to the momentum.
so when they get their speed buffed - it d be best if they d come to a total full stop when fired ( no momentum ) - and accellerated to like 200 then - that d mean they can track better, too.
' Wrote:Fighter missiles need a better a better projectile speed in my opinion, at the moment it's not their abilities to track that causes them to miss but it's because they're so damned slow. Their hit/miss ratio can be raised dramatically in the case of a small speed increase.
Lastly, CMs are close to useless against any type of ordnance, they need bigger deflection fields (range at which ordnances will be caused to miss).
I think missiles (except GB missiles, they are a bit too good at tracking) are balanced very well on the other disco servers except GC.
I think the reason is probably that the dev that ballanced them tested them on a separate computer with almost no people on it and thus low system resource use.
Maybe something can be done that they wont suffer so much from large player count.
If its really that.
Maybe its just a different setting on some variable on GC, I dont know.
CMs work quite well against figher missiles, but not well on GB missiles and CDs. I think especially the anti-GB missile performance of CMs should be imrpoved (again, on non GC servers. On GC GB missiles are useless agaisnt fighters anyway, like all missiles).