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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Capital ship missiles vs CMs.

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Poll: What is your attitude to current Missile vs CM?
You do not have permission to vote in this poll.
It's Fine and this should not be changed
86.36%
19 86.36%
I dislike current situation, this should be fixed
13.64%
3 13.64%
Remove those missiles.
0%
0 0%
Total 22 vote(s) 100%
* You voted for this item. [Show Results]

Pages (3): « Previous 1 2 3
Capital ship missiles vs CMs.
Offline Varyag
12-07-2012, 06:01 PM,
#21
Member
Posts: 1,336
Threads: 23
Joined: Dec 2007

Besides the LABC which is a great missle platform, I would say that single cruisers mounting missile are just OK against bs. Especially if that BS is using flak.

On the other hand... 2 cruisers or a cruiser and a bomber vs a lone BS is pretty much a sure kill given enough time and the cruiser/bomber pilot doesn't noob it.

I would say that it is not hard at all for snubs to dodge cruiser missiles, hell, I can do it on a cruiser if given the right circumstances. You just need to practice a little.

I also agree with everyone else when they say that you need to go to conn if you want to try out any tactics. It is one of the things that place is awesome for.

[Image: RHShroom2.png]
"I looked up and all I saw was green death"
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Offline blubba
12-09-2012, 01:21 PM,
#22
Member
Posts: 628
Threads: 22
Joined: Jul 2007

Can't you have a CM that is compatible with only DD's, CL's, CA's, CV'c, BC's, BB's and DN's?
If a battleship can have limitless missiles, can't it also have limitless CM's?
The heavy CM doesn't exactly refire particularly quick as it is as I recall anyway.

[Image: 17pswi.jpg]
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Offline Barbarossa
12-09-2012, 02:43 PM,
#23
Member
Posts: 461
Threads: 32
Joined: Feb 2011

About that unlimited flares... It just gave me a great idea! How about using the same flare systems that is used in BF3?

What we have in BF3:
- Flares(with identical traits as HCM, though lures the missile by a chance of 100%)
- ECM Jammer (active for 5 seconds, makes enemies unable to lock and fire on you)
- IR Smoke (generates a smoke screen which the guidence lasers cannot penetrate
through directy through it - nearly same as ECM jammer though you have to stay inside the smoke to get rid of being targeted.

So basically, we've got 3 types of countermeasures with different effects and is unlimited, though they should have a refire rate to get rid of spamming, like 30-40 seconds.

Which types of ships should use these counter measures?
I personally think all snubs except freighters and gunships should have simple flares or the CM's we have now with different variations, since they're fast and agile and can dodge the missiles easily already. Flares can be used to get rid of the missiles that is locked and fired on you, and vacate the area immediataly so you don't get targeted again.

Freighters-Small/medium transports-Gunboats
should have the IR smoke, to cover their chassisfrom incoming missiles/torpedoes. IR smoke as said before works partly like a flare and ECM jammer, they lure incoming ordinance and cover you from being target though you have to stand still if you want to be simultaneously protected.

Heavy transports - capital ships
should have the ECM jammer for disposal. If any torpedo are fired on the ship and the ship activates the ECM jammer, the torpedo would work as a fire-and-forget type of torpedo, but if the ECM is activate BEFORE the torpedo are being launched, the torpedo would just fly completely unguided. This would give advantage for the big ships to quickly manuever away.

Though the only con' with this would be the CD's. Give me a brief moment to think about it, I'll post an idea or two about it.

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