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Missiles

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Missiles
Offline Grumblesaur
01-21-2009, 11:07 PM,
#71
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I bet this could solve the missile-abuse problem:

Similar to the Torp/CD mounts, we could have plain Gun, and Gun/Missile mounts. Maybe two hybrid mounts per ship, and have them the highest class on that ship.

Example: Starflier has a Class 3 gun mount as it's highest level hardpoint, so that'd be the missile/gun mount.

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brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline swift
01-21-2009, 11:10 PM,
#72
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This what Kurosora said is interesting.

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Offline CliffG
01-21-2009, 11:16 PM, (This post was last modified: 01-21-2009, 11:25 PM by CliffG.)
#73
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Joined: Jan 2009

' Wrote:I bet this could solve the missile-abuse problem:

Similar to the Torp/CD mounts, we could have plain Gun, and Gun/Missile mounts. Maybe two hybrid mounts per ship, and have them the highest class on that ship.

Example: Starflier has a Class 3 gun mount as it's highest level hardpoint, so that'd be the missile/gun mount.


Thats actually a quite flawless idea in my opinion, as i dont think having missiles is wrong however managing to load a small fighter with 350 missiles isnt exactly reasonable either. So yeah either that idea, or make missiles count as cargo, therefore you might mount 6 missile launcher types but you can only carry say 80 missiles so you'll be a sitting duck after around 13 shots from each missile hardpoint. Better not get in any large fights, and better pray your shots count!

@Marvin and like ive seen done in a few other games the missles werent simple metal warheads streaking through space, i think future people would stick to the idea of weapons that go to a target for you in favor of "lead your target" firing. Why stick to Pulse guns, when we can pack something with the power of 10 Pulse Guns and send it on an auto guided path to its target?
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Offline Unseelie
01-21-2009, 11:20 PM,
#74
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Posts: 4,256
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Joined: Nov 2006

I don't think it is possible to make missile only mounts. I think that's hardcoded.

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Offline Vape
01-21-2009, 11:22 PM,
#75
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Posts: 1,543
Threads: 172
Joined: Oct 2007

' Wrote:I don't think it is possible to make missile only mounts. I think that's hardcoded.
hmm i think it may be, if i remmeber FW had missile only mounts

but then again i could be wrong


*hates Hardcodes*

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Offline looqas
01-22-2009, 12:29 PM,
#76
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Posts: 1,830
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Joined: Feb 2008

I think the missiles are fine except remove the splash damage. In this way the missiles can be used as wearing down weapons, like normal guns.

But currently all it really takes is one good hit in the face with missile and oops, a fight is practically over from your side since you lost half of your guns. And I'm very adamant that there might be only handful of people who can dodge all the missiles in a pvp.

People have problems with missile spamming and people defending missiles claim that it's easy to evade missiles and it takes skill to use missiles correctly. If (and I'd say when) the missile use is a skill then I think people can do enough with less missiles. No need to have 70 of them.

So maybe give a nice round up in damage, remove the splash damage and reduce the ammo count to 40-50. Or make the reload time longer.



My hats off to BAF for encouraging to use all guns since most of the criminals in their sector are riding in Titans.

Flying under radar.
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Offline Nightwind
01-22-2009, 12:52 PM, (This post was last modified: 01-22-2009, 12:53 PM by Nightwind.)
#77
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Joined: Apr 2006

You should try it first before telling everybody that you think it could be hardcoded. There's much that can and has already been done in some other mods.
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Offline mjolnir
01-22-2009, 01:06 PM,
#78
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Posts: 3,774
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Joined: Sep 2007

You can make missiles-only slots yes, by making all missiles a separate class (or classes) for example lvl1-2, but then all guns that use this class have to moved to a new one.

So it needs:

editing all ships - yes it's a short job for each ship, but it still takes long when you have 150 ships and you try to make the slots "logicaly placed"

editing all missiles - "only" some 20 items here

removing/moving existing guns

The slots that could most likely be allowed for this are some of the "middle" classes (4-6) as they imo are the least used ones.

There are also a few possible problems, for example if all missiles are only 2 classes, low-ish ships will either not be able to mount any of them, or they could mount extremely good missiles for their level (starflier with a firestalker anyone?).


Anyway I'll be posting a large summary of possible missile changes with a poll later today.

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Offline El Nino
01-22-2009, 01:29 PM,
#79
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Joined: Dec 2007

That's the spirit. I think we got a crack down on missiles.:Pso be sure to vote...

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Offline ... kur nubėgo?
01-22-2009, 01:41 PM,
#80
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Posts: 3,019
Threads: 114
Joined: Jul 2008

' Wrote:Or make the reload time longer.

I sing up for this. Rifle rate 0.2 would be fine I think.

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