two days ago I had a chance to test something I thought about before..
A LF was thrusting away in one direction for quite a long distance while dodging. He could not cruise because one in my group had a cd.
I thought I would try the lazy way.. and simply kept pressing the Firestalker button... and... over 1/3 of the missiles hit (against a dodging LF).. before he got half way he had no guns (since it was non-vanilla ship). And he died not so long after..."difficult"
But yes missiles often loose track if the target turns a lot (using e-kill) => they need better seeker angle.
Igiss says: Martin, you give them a finger, they bite off your arm.
' Wrote:Related to this topic... all in favor of removing the capships infinite spam turrets... say something.
There is a different thread about this and it's also pointed out in the balance issues. Not removing them but giving them ammo or limiting their number on GBs by making them a separate class.
Igiss says: Martin, you give them a finger, they bite off your arm.
Well i had an idea to this effect, up the missles however make them take cargo space in the hold of the ship. So a starflea can carry about 10. Or limit the fighters to about 5 a slot.
Then i would have sort of three types of missiles for the fighter.
High Payload, no tacking slower missiles for bombers and jousting. Very Long range although it will be nigh impossible to hit anything except a stationary object at mac range (4-5k) Long damage range (900m) Could be used to put up a sort of flak screen by bombers and is also useful by the fighter because of the larger damage range. There is a risk with this in jousting as to damage yourself which requires a bit of skill.
Medium Payload missile, standard tracking, designed for long range attack (1000-1500m). Medium speed Medium damage range (100m)
Low payload missile, Advanced tracking (cd sort of tracking) designed for close quarter dogfighting extremely low range about gun range. Low damage range (i think its called that anyway about 10m)
Thats my idea of how they should work personally. Mines i think should be slowed down to become a sort of stationary object to make it a tactical advantage to lay mines before a battle. As the mines wont move or barely will.
' Wrote:ok, i love the idea of ballistics, a secondary weapon with a lot of punch but limited by ammo....brilliant!
after some testing, i have revoked my previous statements that missles and mines are useless. i have come to see how effective they can be, BUT this effectiveness, in my experiences, only happens in a jousting environment. a situation where you and your target are thrusting straight at each other, during these types of conflicts a few well timed salvos can end a fight very quickly. The only problem with this is that it's not all fights are fought in a joust.
outside of a joust missiles seem to either not show up at all when you fire them or they play tortoise to the targets hare. mines are similar, as they wander around like a lost puppy looking for their mommy.
my proposal is this:
Missiles: increase speed to cruise speed (350)...that's all, it shouldn't affect how it performs in jousts but it should help it be more useful in other situations. i know people hate references to modern tech, but current missles travel at supersonic speeds, so it seems fitting really
Mines: increase speed to thruster speed (200)...same as above, i visualize these things as a thruster with a payload on it
if this makes them a bit too powerful you could lower the universal ammo limit to something reasonable.
just some thoughts i had on a possibly simple remedy to increase effectiveness of the part they play on the battlefield.
Missiles are good as they are. They do good damage, but needs skill to fire. Mines. Part about puppie ant mommy, i agree with you 100%. 60 m/s .. they even cant get on a ship who is flying in normal simple engine speed. That couse yourself jumping on them? So sometime, mines are dangerous for both fighters in a fight. Thats kinda illogical.
Mines should be left like they are, with an exception to some EMP mines perhaps...
Missiles thou, with the new "non-vanila" vanila fighters, could use a tweak.... But even as it is, I got cought with my bomber against an eagle flying 2 cannonballs (gaian) My weapons were lost very fast... (BMM loadout, splitters and such) but my supernova lasted and i managed to get a lucky kill,...
So No improvements on the missiles, perhaps those low damage missiles could use with a speed boost, and keep those high damaging as they are... the tracking part doesn't really help in a joust... and out of the joust they are useless...
Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
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' Wrote:Mines should be left like they are, with an exception to some EMP mines perhaps...
Missiles thou, with the new "non-vanila" vanila fighters, could use a tweak.... But even as it is, I got cought with my bomber against an eagle flying 2 cannonballs (gaian) My weapons were lost very fast... (BMM loadout, splitters and such) but my supernova lasted and i managed to get a lucky kill,...
So No improvements on the missiles, perhaps those low damage missiles could use with a speed boost, and keep those high damaging as they are... the tracking part doesn't really help in a joust... and out of the joust they are useless...
Funny part is, that even in Joust, then missile hits the target, target sometimes do not get damaged..
That's if you hit a non-vanila ship, or their shields just came back online...
Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.