(09-19-2013, 01:50 PM)bloogaL Wrote: Firestalker needs a speed nerf. You're looking for CM dropping to be a timing skill, but when you've got a missile flying towards you at close enough to 700m/s (both ship speeds plus missile speed) there's not a lot you can put down to timing. You either get a CM out before it hits or you don't. CDs don't work too, because the missiles are way too far away from your opponent before they'll detonate, or have even already got in damage range of your own ship.
Well for me it shouldn't be just about the timing, missiles should force you to steer away from the joust as well to preserve your shield - or risk it with CM which may or may not catch it. It shouldn't be as simple as "enemy fires missile + I fire CM = I win joust". The idea for missiles is that they are dangerous but not gamebreaking.
Anyway some speed reduction to FS may be necessary, but I need to gather some more data myself to figure out how much if at all. Instead of the speed I might just reduce ammo counts as proposed in earlier post (in addition to the refire rate nerf), and that should help it.
(09-19-2013, 02:54 PM)Ursus Wrote: You could make flak CD and CM, travel a distance then explode. I made a CD with the flak warhead for testing, and it was really good for detonating missiles and mines, while doing nothing to take cruise offline. Flak CM could also work but it seemed like it would be too powerful compared to other CM types. Maybe you guys can make these work.
Well I'm not too keen about foolproof defence against missiles, would rather there remain a bit of a worry about them and instead only provide very specific timed defence combined with carefully monitoring enemy ammo counts. Missile needs to be tactical support weapon, it's not very useful if in a group fight you can just bring a flak cder who will nullify any advantage missile users may have (considering it's a temporary advantage until they run out of ammo - at which point they are at a disadvantage due to one less gun).