Posts: 6,542
Threads: 360
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
Well, EMP weapons damage power plants once the shields are down. GB missiles acting as an anti-shield weapon means GBs now have a weapon that can gimp powerplants. Ergo, an escort GB can severely cut down the refire of an enemy bomber, giving the capital ship or transport they're with a much longer survival time.
I believe it's much simpler; so that GBs don't have easy-to-use hull-busting weapons against fighters, particularly since TSteer/TZoom make GB prims much more powerful.
' Wrote:I believe it's much simpler; so that GBs don't have easy-to-use hull-busting weapons against fighters, particularly since TSteer/TZoom make GB prims much more powerful.
well you know, even back in the day it took a minimum of 10 minutes to missile spam a running fighter to death... TS/TZ wont worsen the situation, as GB missile turrets tend to turn around with the other turrets, thus making them unable to fire while they reposition for "launch" vector....
I tried using missile Bnose while we tested TS back in 4.85, it was a failure... same with tridente and KuEx... The arcs on those ships make them impractical to use with TS... without TS, they would'a worked fine.
Also, server seem more laggy now, atleast missile/torp wise, wouldnt hurt to return some of the hull-busting damage. although i dont wanna see the return of the "über Cball turret" like in 4.85.... perhaps 3k hull damage, at MOST... make em less useless..
They did a lot of damage in 4.85, even to the point where it was possible in some cases to down a fighter with just a couple of hits. Gunboats were harder to fly back then too, and it was possible for a good bomber pilot to kill a mediocre gunboat pilot in a 1v1 fight too. Now with turret steering and zooming they would be massively OP.
Unfortunately the new ones are completely useless for killing anything and are only good for tactical purposes, like confusing a zoomer's crosshair.
I'd like to see something that does damage in the ~10k range (more than a Canonball Missile and less than a Nuclear Mine), and an EMP variant that does the same for shield damage. It should have tracking characteristics that are slightly better than cruiser missiles, so that they are useless in close-up fighting. That way you'd have to use a couple of slots to pop a runner, which would leave you with much less firepower for close fighting.
Have you tried fighting a GB with missiles in 4.85? If you were in a fighter, it was downright impossible. You could barely dodge them, they had high refire, and 3 missiles on your hull would kill most fighters.