the real "bugs" will be fixed of course ( like the lag when fired )
a lot of people "complain" about how missiles take so much energy now. - but one must re-think the weapons use. - missiles on cruisers and battleships are now much more like mortars - only with more range and tracking + a decent blast radius.
they are not to be fired just cause you can. - personally i much rather have ONE missile that does something than the ability to spam 100 missiles ( 4.84 ) on a battleship without any effect.
i did a test fight vs. the aurora ( eternal ) - and the fight was in favour of the osiris ( means - we started at around 2.000 range and stayed there ) ... most damage was exchanged by primaries, pulse and secondary guns...
a good deal was dealt with mortars ( his - cause mine wouldn t hit - the osiris is too small at 2k and can easily dodge - but the jug cannot really - but i made some dodging mistake there, too ) ... and a LOT of damage was dealt by missiles.
put it like that... my jug lost all its front turrets ( 4 ) to missiles - damage that no other weapon could have inflicted. - it was also impossible to CM the missiles.... why? - cause i was chasing. - so the osiris could CM my missiles ( flying forward, dropping CMs behind ) - while HIS missiles came from the front - and my CMs would be dropped behind me.
of course - that was 2 battleships. - but missiles are great. - like ... really great. against the shield of a vessel, they are a total waste of energy. - that d be like using a battleship razor vs. the shield of a bomber. - but hitting the hull with even one missile has a great effect.
but it needs careful timing. - missiles are not too fast - they need time to travel, energy to build up - and a shieldless enemy that doesn t dodge too much. they can also not really be fired on the back of someone ( you d NEVER hit an order cruiser from behind with a missile )
cruiser missiles follow the same philosophy and are just as useful - they have a superior range and can be used to a great effect vs. battleships... if you have someone to deshield it. ( and once they re not bugged anymore of course )
One thing I had considered was cruiser-type EMP missiles.
The missiles we have now definetly define a cruiser with a new role-5.5k range far surpasses anything a battleship can do, and, with tracking, the cruiser can actually hit a dodging battleship at this range, making them an excellent long range bombardment weapon for knocking turrets off/doing a sizable amount of damage. Problem is, there is no way for a cruiser to knock out shields in this kind of fight.
The only way to de-shield a target is to get a bomber, or to close and use other weaponry (which is then defeating the purpose of a "long range bombardment"). So, if cruisers were to be able to mount high blast radius, high shield damage, extremely low hull damage (keep the hull damage as close to zero as possible to prevent the one-shot-take-out-escorts scenario) missiles alongside their standard missiles, they would actually be able to fulfill the bombardment role completely.
Of course, there is then the issue that a cruiser may be able to sit at 5k "spamming" missiles at a battleship, but, with a combination of things like flak and escorts with CDs, a battleship can easily destroy the missiles before they hit home.
These were changed recently, how do you like them now?
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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.
' Wrote:One thing I had considered was cruiser-type EMP missiles.
Missile + capship-sized shield = problem. It does different damage when hit on different spots. Try a Nova bomber on an Osiris or BH destroyer (yeah, the NPC ones, even) - you will find out that you do most shield damage when you hit the front section. Why? Well... that's an interesting question. Novatorping a shielded Osiris from behind will do no damage.
Oh and while you're at it... try soloing 5 BH dessies in a Nova bomber. It's possible;)
Type one. Gunboat Anti Fighter missles (Class 8 turret). Lowest damage, best speed/manuverbility. VERY useful with thrusters or EK from cruise in direction of target.
Type Two. Longrange guided Rocket, cruiser turret (class 9 turret). Long range, medium damage. CRAPPY acceleration (I EKd out of cruise just outside of max range, and the missle hit the target only SLIGHTLY ahead of me). Essently a long range guided weapon, anti GB and anti hull in general.
Type Three, BattleShip Torpedo. (class 10 turret) Slow, slow, and slow. But able to utterly obliterate targets w/o sheilds, and on smaller targets obliterate most sheilds (bugs aside).
Now, currently each vessel may only mount its 'class' of guided projectile. I propose ships should have a version of teh smaller caps missle turrets
I propose the following.
Anti fighter missles (gunboat missles). Have versions for cruisers and battleships that are actuyaly effective agaisht fighters. Similar power drain to current missles but good for defence. Acceleration and such stats need to be the same as on a gunboat's missles.
Cruiser missles: Have long range ones mountable on battleships. SLIGHT damage increase, but similar % of bar drop in power for fire.
now, finaly, to round it out.......... give gunboats a short range POWERFUL torpedo turret. 1.2k range prehaps. Gunboats become like the PT Boats of WW2, small and weak guns compared to larger ships. But STRONG torpedos to use on larger ships in fast runs to get in, fire, and get out. complete power drain from the firing vessel (prehaps no power left to shoot with for X ammount of time after shot if doable.