(01-12-2017, 03:13 PM)James.HELLFIRE.Rascal Wrote: @Durandal So basically, this means that all tracking projectiles except CDs for fighters will be removed?
Isn't that a bit too much "balancing"?
Well they really are impossible to balance without a proper lock-on mechanism, which nobody is able or willing to code for us. The #1 goal of adding these auxiliary weapons was the addition of noobtube style guns which would make fighters more appealing to newer players instead of going for the big flashy ship right away and would also level the playing field a bit against more experienced players.
I'd urge you and everyone else in your position to try to broaden your horizons beyond tracking weaponry as the only way to win against a better player, even if missiles do make a return at some point in some new form which they probably will.
Unfortunately as has already been said nine billion times in this thread, the update was released early, so you're not going to get all of these new toys at once. We'll try to have at least one out by the end of the week though.
(01-12-2017, 03:13 PM)James.HELLFIRE.Rascal Wrote: Since the invention of modern strike crafts, tracking missiles are one of the main parts if not the most important part in dogfights, even the worst sci-fi movies still have them on their space-fighters.
This is nice and all but ultimately irrelevant when game mechanics essentially cripple any semblance of balance.
(01-12-2017, 03:13 PM)James.HELLFIRE.Rascal Wrote: Why such a heavy and crippling decision mainly focusing the "noobs" using them most of the time?
I am not saying the changes are overall bad, since having a CD + MR is rather fun, but isn't it a bit scaring away people with aim and lag issues due to high ping?
As I said, the intention here wasn't to cripple noobs, and if it were entirely up to me I'd have axed torps and moved missiles to the auxiliary slot, not the other way around. They will probably make a return at some point in a much more ammo limited "high risk, high reward" fashion.