(11-22-2014, 03:02 AM)Haste Wrote: But whatever. This game is dying. Many players I used to fly with, including myself (heh), are far less interested in this game, and an often-cited irritation is the sheer stupidity of missiles. Leave missiles as they are, and watch as that small userbase probably never returns. With the grand total of twenty-eight players currently online, you don't need them anyway, right?
Listen Haste, even if players have left because of these so called issues with missiles, I doubt the server will go back to 100+ + + players as soon as we "fix" and nerf the current nerfed missile system.
But that was totally idiotic when you just could put full missile and if you hit, everything died... and if you were cd-ed, you died. IMG|Kamikaze in Taus. I doubt it was fun for the opponents.
Let's not even discuss discarding the good part of missile development: they finally track. That's a great step. And something to build on.
The way to balance missiles is:
> limit ammo
> reduce damage
Nobody in here wants to kill off missiles.
But they are just much too good, sorry. It's just like this.
I had a policy of "every IMG ship must have a missile" and "everybody carries spare missiles for all 3 types", but it just proved sooo lame that I abolished that system again and unequipped missiles from practically all of my ships. Other factions followed (like JM|, who also unequipped the shared fighters' missiles, CL} who never used them, etc.).
If you pvp a lot, and if you sometimes get into the position to be the target, you can only agree with what Haste, me and many others are writing. It's silly to a degree that makes people just not play.
Has anyone put forward the possibility to limit anti-snub missiles to specific ship types?
Say, SHFs or Bombers only.
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(11-22-2014, 01:59 PM)sindroms Wrote: Has anyone put forward the possibility to limit anti-snub missiles to specific ship types?
Say, SHFs or Bombers only.
Having those for SHFs only sounds like a really great idea, actually.
Haste Wrote:Quote one: random non-PvPer with rather little experience arguing that missiles are easily avoided.
If would really welcome if you could atleast in one thread/chat stop making stuff up to devalue/dismiss others and their points. That way, I can hardly take you serious. You actually know little of how I am doing ingame. I participated in plenty of fights, but due to lack of time to practice I never grew beyond being moderate in snubs.
The only thing I can see is that you have nothing to counter what I mentioned, unlike others who presented their arguments well.
Jack, would you agree that somebody who is getting targeted by half a dozen snubs at the same time should survive for longer than a bunch of minutes?
I personally don't really like that fights last longer and longer, making it more of a chore after an hour has passed. Besides, most people ran out of missiles by that time, and certainly reinforcements came in by then too.
While I admit that it can be frustrating, it's just strategy to get one enemy down as quickly as possible. I do no see capital ship players filling my underground tear storage with rage about how they were killed in seconds by a bunch of other caps.
Missiles are surely strong in short fights, there is no point arguing that. But when the fight carries on for long (i.e. many Texas raids), missiles lose their effectiveness, especially if everyone's out of ammo after 30+ min. That many people have died by that time is to be expected. I personally don't use them in the aforementioned Texas raids for that very reason. Haste accusing me that I'm lying about that to dismiss what I said in 3..2..1..
//edit: Neither does my nomad have missiles, takes too long to reach a place to refill. You're running out of ammo after the first violent encounter and then effectively have one gun less.
(11-22-2014, 12:31 PM)Saronsen Wrote: There's a reason modern jets tote ATA missiles.
When was the last time a jet flew into combat with 50 missiles under it's wings?
None, but when was the last time missiles were stupidly unreliable and didn't instantly pulverize a target when it hit?
Up the damage and tracking, reduce the durability of weapons and equipment (internal stuff like cloaks can stay normal), and give people 6 cannonballs that slaughter guns, 10 sidewinders, and like 40 dinky little swarm missiles.
I would support a massive nerf to ammo count, but the lag factor in fights means only about 2/10 missiles will track properly a second prior to hitting. This is why I don't like using them, waste of a hardpoint. It's also not much fun fighting against them, though. That's why I would prefer a Disco without the damned things.