Lately, I've been wondering about something. I notice that the Enh. Countermeasure's infocard states that it has an effectiveness of 85%. In-game, however, I noticed that the reality is slightly different. When you've got your CM active, and somebody shoots a CD at you, it drops about 3-5 flares in succession, then maybe, if the angle of the ship with the CM, and the one firing the CD are just right, and you're moving at the right speed, and it's a full moon on Manhattan on your maternal grandmother's birthday, it might just turn the CD aside....
CDs are either too good or not good enough. I don't think there is a reasonable balance, that I know of. I'd prefer to keep the as powerful as they are as it makes things interesting IMO, for both sides.
a problem with CMs and CDs is that sometimes - aesthetics win over usefulness.
when you hardpoint a ship - you choose locations for the hardpoints - usually you stick the equipment in places that appear to "make sense" - which doesn t always mean that they re entirely effective there.
i m not sure everone knows how a CM works here...
so when you got your CM on automatic ( highlighted in green ) - it will spill out 1 CM / missile that is fired. - the CM has a short lifetime... and in that lifetime - it will change the missiles targetting to itself by the percentage that is written. - that means... the missile must pass though the effective range of the CM - and then there is still a chance that its not affected.
additionally do that - when its affected and the CM fired in in the right time - the CD blows up on the CM. - what does that mean for the engines? - when the engines are still too close to the CM... the blast will still get them.
how can that be changed?
currently CMs are "spilled" out with some force - but they also travel at the parent ships momentum. maybe by making it so that a CM would be spilled out and then instantly become motionless in space - a greater distance to the ships engine hardpoints could be achieved.
and - as i said before... sometimes, CMs are placed in locations that allow them too little time to "flash" their effect ( like rearwards engines and a CM that is attached to the middle of a large ship - so that even if the CM affects the missile... it blows the missile up "right at the engines".
furthermore - the angle of attack is important....
for example - when an osiris is kiting a larger opponent ( flying forward - firing backwards ) .... at a long range. - the opponent can fire missiles at the osiris - and the CM of the osiris can intercept the missile, cause the CM is dropped "behind" the osiris.
when the osiris fires a missile at the larger enemy chasing though... the enemy can also drop a CM - but since the CM is dropped behind the ship - the ship will still hit the chasing opponent, cause it is simply in the way and the effective range is probably smaller than the ship anyway.
CMs do work - but not equally well on all ships - and not equally well from all angles.
Ive seen it some time ago. Was trying Hvy Cmds which have decoy chance 85%. But these cmds were using energy too. And then there are Enh Cmds which have decoy chance 90% and no energy usage. What is the point of Hvy cmds then?
Carnage itself flying within void... Proud cardihead ever since 2008...
You all gonna eat cardi!