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Countermeasures

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Countermeasures
Offline farmerman
07-16-2009, 02:32 AM,
#11
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' Wrote:Nah, i was more wondering about smthng else.

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?

If I'm not mistaken, they are much more durable. So if they're on a capship, the power isn't particularly high, and they won't go away after a single volley of missiles from another capship.

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Offline Hawkwings
07-16-2009, 03:54 AM,
#12
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If possible, I'd like to see the CMs move rather quickly in a random direction in the 180 degrees behind the ship after being launched. Something like this

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Offline Cellulanus
07-16-2009, 04:24 AM,
#13
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I blame lagg for CMs not working.


By the time the game registers that you dropped a CM, the CD has already hit you.
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Offline Capt. Henry Morgan
07-16-2009, 04:34 AM,
#14
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Either way, it's frustrating. I don't mind being brought to a halt sometimes, but every time? That's a bit much. The idea of making the flares fire out to the side, and making them go faster might help, that way, they're further from the ship when the CD or other projectile hits it.

I understand what some are saying about them still being effective against missiles, but fending off a hostile CD is definitely a useful function. It's clearly an intentional one, too, since they're the only thing that'll fire while in cruise.

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Offline DiscoveryAccount
07-16-2009, 06:01 AM,
#15
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Yeah well it would be great if things could be changed so that the best CM can counter the best CD about 50% of the time. That would be balanced.

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Offline reavengitair
07-16-2009, 07:46 AM,
#16
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50%...

Id prefer 40% but thats just me. 50%, you could spam them, and then you would never be able to CD them..
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Offline DiscoveryAccount
07-16-2009, 08:07 AM,
#17
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50 was only an example though.. But both CD and CM can be spammed. Well.. maybe not as the same speed...

And if the other guy is spamming CM, all you have to do use use only a few CD, make him waste all his CM and then he's defenseless.

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Offline tansytansey
07-16-2009, 01:13 PM,
#18
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I wasted 45 CMs once very recently while running from three Hessian NPCs... 15 in one go and the CD still hit me.
It never seemed this bad last version... did something change? I know we all swapped from HCM to ECH but... it sucks. If you can't increase their effectiveness at least give us 140 CMs...

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Offline Weepig
07-16-2009, 01:24 PM,
#19
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Anyone know the effective hit % of CDs? Unless its less than the CM you have equipped at the time youll never escape anyway.

If you get 70 disrupter and they get 70 mines but the mines only work 90% of the time, then you should be able to stop them 7 times atleast before you run out.

Limit disrupters to 10 missiles. Then you can spam CM as you run away, forcing the chaser to employ some skill rather than relying on probability.

Though if CD have a 90% hit rate or less, ill be quiet and get back in my box.
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Offline MarvinCZ
07-16-2009, 01:30 PM, (This post was last modified: 07-16-2009, 01:31 PM by MarvinCZ.)
#20
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' Wrote:Nah, i was more wondering about smthng else.

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?
1) I think you swapped the effectivity values, Heavy CM should be the more effective,
2) Heavy CM has longer effective range at which it affects incoming missiles - I think 1500m against 1000m on other CMs,
3) Heavy CM Dropper is -much more- durable than the Enhanced CM Dropper, which counts especially against Novas and Capital ship missiles,
4) The energy cost is only barely noticeable on a capital ship but prevents small craft from efficiently using the CM.
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