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It't time for another EMP missile

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It't time for another EMP missile
Offline hack
07-22-2009, 02:40 AM, (This post was last modified: 07-22-2009, 03:16 AM by hack.)
#21
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' Wrote:I agree with kikatsu, if you are being hurt by anti fighter weapons in fighters, perhaps call in a LNS battlecruiser to deal with the gunboats. Alternatively, make some of your own gunboats to fight back with?

Edit: Class 8 missiles are a good idea so light fighters have more options, but I don't think a specific anti gunboat emp missile should be implemented. After all, they are supposed to defeat fighters with ease.


Nope, the idea changed to just give the neutralizer a buff and make it do more shield damage, and if you are hit with it when your shields are down your power goes to 0 and stays there longer than being hit with a neutralizer.

so no anti gunboat emp missile, at all. This one works on everybody.



' Wrote:*cheering masses*

This is the balance for missileboats!

Ill put one on my libby. Dumbfire or tracking?

Tracking, just like the neutralizer, Basically fire and forget, it tracks the target

Formerly known as LPI Police Chief Hull O'Brien.
Creator of Sgt. V. Price, 207th Precinct out of Chula Vista Station
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Offline JakeSG
07-22-2009, 03:15 AM,
#22
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This thing being spammed would be worse than a regular missile. Imagine, somebody throws it in a combination with the rest of them, and suddenly they don't have the energy to fire even their Justices. And they keep mashing Q, so you're potentially stuck without guns for a good seven minutes.

If such a thing were implemented, it would have to be dumbfire, or leave the energy at perhaps 25%; enough to fire guns, but not enough to mash Q. Dunno. As is, it just reeks of perma-disable imba-ness to me.

For the Core.
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Offline hack
07-22-2009, 03:18 AM, (This post was last modified: 07-22-2009, 03:18 AM by hack.)
#23
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' Wrote:This thing being spammed would be worse than a regular missile. Imagine, somebody throws it in a combination with the rest of them, and suddenly they don't have the energy to fire even their Justices. And they keep mashing Q, so you're potentially stuck without guns for a good seven minutes.

If such a thing were implemented, it would have to be dumbfire, or leave the energy at perhaps 25%; enough to fire guns, but not enough to mash Q. Dunno. As is, it just reeks of perma-disable imba-ness to me.


ok, good points all.

Formerly known as LPI Police Chief Hull O'Brien.
Creator of Sgt. V. Price, 207th Precinct out of Chula Vista Station
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Offline Elsdragon
07-22-2009, 03:18 AM,
#24
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Quote:This thing being spammed would be worse than a regular missile. Imagine, somebody throws it in a combination with the rest of them, and suddenly they don't have the energy to fire even their Justices. And they keep mashing Q, so you're potentially stuck without guns for a good seven minutes.

you are aware that if I QQQQQQQQQQQQQQQQQQQQ A Para It does the same? Debs And PULSE cannnuns too


No longer a slave to the man!
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Offline hack
07-22-2009, 05:11 AM,
#25
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It would be nice to have this missile. Its something to go between the neutralizer and the paralyzer

Formerly known as LPI Police Chief Hull O'Brien.
Creator of Sgt. V. Price, 207th Precinct out of Chula Vista Station
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Offline Hawkwings
07-22-2009, 05:19 AM, (This post was last modified: 07-22-2009, 05:20 AM by Hawkwings.)
#26
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as I recall, TCDs don't use energy to fire. The balance, therefore, would be to make these missiles take energy to fire (is this possible?) and have them get blown up easily by TCDs. That way an opponent can TCD these missiles, which will blow up near the launcher, draining his shields and energy, until he cannot fire the missiles anymore.

Actually, all missiles taking a bit of energy to fire would be great. Perhaps double the amount that mines need to fire?

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Offline hack
07-24-2009, 05:35 AM,
#27
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any other ideas?

Formerly known as LPI Police Chief Hull O'Brien.
Creator of Sgt. V. Price, 207th Precinct out of Chula Vista Station
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