(11-10-2014, 03:15 PM)Toji-Haku Wrote: So you want less missiles? Good, but then make them as deadly as torpedoes + rise their range up to 5-K. As far as I am concerned, the most hull taking missile (Sidewinder?) is useless if the player has Armor Unit. But we have one problem that is kinda bad for usage of long range missiles:
The shield, which regenerates rather fast. You hit the ship, but it wasn't damaged? Oh well, it must be that 10 shield points and viola, you wasted a 10 000 damage worth missile on the damn 10 shield points.
All that post tells me is that you know very little about snub combat. Missiles aren't supposed to be "press fire missile until the target dies", although in many situations now they damn nearly are.
They're an alternative to a gun and thus shouldn't be massively more useful than a single fighter gun.
(11-10-2014, 03:21 PM)nOmnomnOm Wrote: And its called CD the missiles :|
Done
Silly advice. Unless you predict perfectly, it's impossible to CD missiles as they travel very quickly and don't have launch delay.
Even then you need to be facing your target which you most often won't be in a group fight.
Quote:Nerf this nerf that just because YOU dont like it but others do.
I dont like fighting against the saber and the outcast VHF but I won't say to nerf it.
So we've just given up on nerfing things that are overpowered now? k
(11-10-2014, 03:21 PM)nOmnomnOm Wrote: Why do you want to nerf. I thought people wanted to have fast pews now.
You know you will never please everyone around here.
I just say keep it.
And its called CD the missiles :|
Done
Nerf this nerf that just because YOU dont like it but others do.
I dont like fighting against the saber and the outcast VHF but I won't say to nerf it.
As I said, CMs are useless, but mainly on the Distruptiors. I launched like 50 CMs on the literally ONE (1, Ein) NPC gunboat-launched distruptor. LOL, NOPE. It was not effective.
(11-10-2014, 03:22 PM)Karst Wrote:
(11-10-2014, 03:15 PM)Toji-Haku Wrote: So you want less missiles? Good, but then make them as deadly as torpedoes + rise their range up to 5-K. As far as I am concerned, the most hull taking missile (Sidewinder?) is useless if the player has Armor Unit. But we have one problem that is kinda bad for usage of long range missiles:
The shield, which regenerates rather fast. You hit the ship, but it wasn't damaged? Oh well, it must be that 10 shield points and viola, you wasted a 10 000 damage worth missile on the damn 10 shield points.
All that post tells me is that you know very little about snub combat. Missiles aren't supposed to be "press fire missile until the target dies", although in many situations now they damn nearly are.
They're an alternative to a gun and thus shouldn't be massively more useful than a single fighter gun.
(11-10-2014, 03:21 PM)nOmnomnOm Wrote: And its called CD the missiles :|
Done
Silly advice. Unless you predict perfectly, it's impossible to CD missiles as they travel very quickly and don't have launch delay.
Even then you need to be facing your target which you most often won't be in a group fight.
Quote:Nerf this nerf that just because YOU dont like it but others do.
I dont like fighting against the saber and the outcast VHF but I won't say to nerf it.
So we've just given up on nerfing things that are overpowered now? k
This is why I pointed out other thing: make missiles fire for a longer range, but render them useless on below 4-K (they won't target the ship below that distance).
(11-10-2014, 03:15 PM)Toji-Haku Wrote: So you want less missiles? Good, but then make them as deadly as torpedoes + rise their range up to 5-K. As far as I am concerned, the most hull taking missile (Sidewinder?) is useless if the player has Armor Unit. But we have one problem that is kinda bad for usage of long range missiles:
The shield, which regenerates rather fast. You hit the ship, but it wasn't damaged? Oh well, it must be that 10 shield points and viola, you wasted a 10 000 damage worth missile on the damn 10 shield points.
All that post tells me is that you know very little about snub combat. Missiles aren't supposed to be "press fire missile until the target dies", although in many situations now they damn nearly are.
They're an alternative to a gun and thus shouldn't be massively more useful than a single fighter gun.
oh please its like you are forgetting you can CD the damn things.
keep them. Stop screwing up the game more just because you cant win even though there exists a direct counter.
(11-10-2014, 03:21 PM)nOmnomnOm Wrote: Why do you want to nerf. I thought people wanted to have fast pews now.
You know you will never please everyone around here.
I just say keep it.
And its called CD the missiles :|
Done
Nerf this nerf that just because YOU dont like it but others do.
I dont like fighting against the saber and the outcast VHF but I won't say to nerf it.
As I said, CMs are useless, but mainly on the Distruptiors. I launched like 50 CMs on the literally ONE (1, Ein) NPC gunboat-launched distruptor. LOL, NOPE. It was not effective.
(11-10-2014, 03:22 PM)Karst Wrote:
(11-10-2014, 03:15 PM)Toji-Haku Wrote: So you want less missiles? Good, but then make them as deadly as torpedoes + rise their range up to 5-K. As far as I am concerned, the most hull taking missile (Sidewinder?) is useless if the player has Armor Unit. But we have one problem that is kinda bad for usage of long range missiles:
The shield, which regenerates rather fast. You hit the ship, but it wasn't damaged? Oh well, it must be that 10 shield points and viola, you wasted a 10 000 damage worth missile on the damn 10 shield points.
All that post tells me is that you know very little about snub combat. Missiles aren't supposed to be "press fire missile until the target dies", although in many situations now they damn nearly are.
They're an alternative to a gun and thus shouldn't be massively more useful than a single fighter gun.
(11-10-2014, 03:21 PM)nOmnomnOm Wrote: And its called CD the missiles :|
Done
Silly advice. Unless you predict perfectly, it's impossible to CD missiles as they travel very quickly and don't have launch delay.
Even then you need to be facing your target which you most often won't be in a group fight.
Quote:Nerf this nerf that just because YOU dont like it but others do.
I dont like fighting against the saber and the outcast VHF but I won't say to nerf it.
So we've just given up on nerfing things that are overpowered now? k
This is why I pointed out other thing: make missiles fire for a longer range, but render them useless on below 3-K.
Are you actually serious? Have you even -fought- in a snub fight?
If you spend all your time trying to cd missiles, you're going to become very dead very quickly.
(11-10-2014, 03:33 PM)Justdiewhenever Wrote: This guys wanna remove rockets and SNACs.
There's better to remove all the mod, hope they will be satisfied.
Nobody wants to remove anything. They should be changed, maybe nerfed, but not removed. Nobody is arguing for that as far as I can tell.
After the last missile nerf, I thought we're done with this subject. We can now carry only 1 missile with even less ammunition than in the original Freelancer.
You folks really want to destroy this mod at all costs isn't it? There's a "nerf this" thread brought up almost every single day.
More than half of the missiles available in the original game have been removed from players and now only npcs have them. You've made Catapult missile useless, Paralyzer missile is still rarely used and it's also slow, Canonball can carry very little ammunition and tracks worse than Sunslayer torpedo. The only missiles that can cause some damage right now are Sidewinder, Firestalker and if you're good enough with torpedoes, the Starkiller.
I really can't believe that with even less missile types available and even less ammunition, some people still want to ruin them more.
Fine, remove them altogether and see where we will get.
It's time for literally everyone to go and strap missiles to their ships, boys. Hell, some of us are already behind the curve on that regard - not pointing any fingers, but certain factions have already adopted a near-100% missiles-on-ships ratio
Turns out trash players will still be trash and good players will still eat them alive. How about that?
The only reason bads are still in favour of missiles is because good players simply don't bother with them out of a vague 'fairness' rule. The fact of the matter is, though, that the missile slot is always, ALWAYS worth putting a missile in, as opposed to a 4th hullbuster, at least as far as snub vs snub goes - and it only gets worse as you increase numbers. A full swarm of 5+ VHFs all toting missiles will thin out an equally sized swarm with alarming speed.
But at the end of the day:
missiles + good aim + good dodging > missiles + bad aim + bad dodging
tl;dr Saronsen was wrong, but he was also right. Getting good won't save you from missiles, because CMs don't work half the time and you can't CM multiple people launching them with any degree of reliability. What getting good will do is, y'know, make you not bad at PvP.
tl;drtl;dr i'm equipping missiles on all my vhfs and going on a tear collection spree