That is probably another large issue. Countermeasures, unlike what people seem to think, are useless against missiles. If you actually fight one or more people with a missile launcher, you will burn through CMs in a stupidly small amount of time. Even on auto, it can take quite a few CMs before the missile stops tracking you.
Of course, perhaps I should just fly my insta-kill recycler around until people realize the problem. (nerd)
Then the problem likely isn't the missiles themselves but the defenses AGAINST them. And it all depends on what type of CM you are using and their block-chance.
ok so how do you propose to keep balance in terms of CD vs CM then, if the plan is to buff CM's?
i think you are over-complicating things.
either just stick missiles in the mine slot or CD/torp slot, limit their ammo or limit their damage output. 5 minutes of work, applied in the next update. if it doesn't work out, I am sure someone will make a thread on the forum, and the topic will be debated and stuff tweaked.
CM's are usefull... the way I see it most people don't know how to use CM's from what i'm reading...
practical examples:
1. An enemy is behind you, and he shoots a missile, you then decide to runaway in a straight line and drop 6546181651 CM's hoping they will make the missile go crazy. End Result: The missile hits you because you were flying in a straight line thus the CM's did not change the missile trajectory.
2. An enemy is behind you, and he shoots a missile, you then decide to drop 1 CM and turn right! End Result: The missile passes between you and the CM you dropped, not hitting you, WOW, how can that be?!
3. An enemy is behind you, and he shoots a missile, you then decide to drop a CM, and turn right, but, because you're scared you decide to keep dropping CM's forever!
End Result: The missile changes trajectory, "following" the path of CM's you are leaving behind right up to your ship, hitting you!
Of course, ingame, things are not as linear as I made out them to be with these 3 examples, but I simplified this to make it easier to understand.
CM's are very very usefull if used correctly, another example: a fighter escort can use CM's to attract all CRUISE DISRUPTERS onto him. (fired by a pirate targetting a transport.) <- CM's are even usefull against CD's if used correctly.
My opinion on missiles: I think they are perfect as they are, but I won't be sad if they are nerfed... everytime disco changes aspects in PVP, it just means I have to adapt and learn according to the new circunstances, and I love doing that.
(11-11-2014, 01:05 AM)[FL-ER] Wrote: 1. An enemy is behind you, and he shoots a missile, you then decide to runaway in a straight line and drop 6546181651 CM's hoping they will make the missile go crazy. End Result: The missile hits you because you were flying in a straight line thus the CM's did not change the missile trajectory.
This would have been okay if it was the problem, however, it isn't.
When CMs refuse to work, no matter if I have them on auto-fire or I'm dropping flares manually, the missile is still locked on me.
No matter what maneuvers I do, and no matter the amount of flares (1-2 or 10-20), the missile will still track and the warning will keep sounding.
In the case when the CM does work, the missile warning will go away, because said missile is tracking the flare.
Note that a CM set on auto-fire starts dropping flares when the missile is in range of the flare (depends on the model) and stops when the missile ceases tracking you (or hits). Sometimes it manages to drop huge amount of flares because the missile won't stop tracking you.
Because of this issue, missiles are sometimes not counterable by the use of CMs. I have seen very skilled people being consistently hit by missiles despite proper use of CMs.
I find CDs significantly better against people who don't know how to use their missiles.
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Countermeasures are primarily highly inconsistent, and this inconsistency gets worse as the number of missiles (simultaneously) launched at a ship gets higher. Sure, sometimes I can negate one missile with one or two CMs (as in, the missile warning disappears). At other times, I can spit out 7 while the missile closes in from "within CM range" to "pretty much inside your hull" and it'll still hit my ship.
Now if there are three sidewinders coming your way and you spend 10 CMs to only successfully make one of them stop tracking, that's half your hull blapped away with nothing you can do about it.
Honestly, it may very well be true that the only way 'the common people' will learn how brutal missiles are, is if the (remaining) "pros" (if there are any left that play more than once every three months) simply mount them as well and proceed to kill poorer PvPers even more rapidly than before.
Somehow doesn't seem like the ideal solution, however.
So many posts... it feels like everybody who's against the current status of the missiles have never played the original Freelancer.
Back in the days 2004-2007 when I was playing on an unmodded server, nobody, I mean nobody whined about missiles being unbalanced and hey...there were so many using them and fights were so much fun.
Now don't imagine they were using only one missile, some people used to have even 4 missiles.
It was almost the same here on Disco. until the first missile nerf. but the missiles weren't tracking enough and not many were using them and they still got nerfed to 1 missile restriction and even less missile types to choose.
FL was made to use as many missiles as your fighter allowed you to.
(11-11-2014, 01:49 PM)Stone21 Wrote: So many posts... it feels like everybody who's against the current status of the missiles have never played the original Freelancer.
Back in the days 2004-2007 when I was playing on an unmodded server, nobody, I mean nobody whined about missiles being unbalanced and hey...there were so many using them and fights were so much fun.
Now don't imagine they were using only one missile, some people used to have even 4 missiles.
It was almost the same here on Disco. until the first missile nerf. but the missiles weren't tracking enough and not many were using them and they still got nerfed to 1 missile restriction and even less missile types to choose.
FL was made to use as many missiles as your fighter allowed you to.
Ruin the game more, you can do it !
+1
Go seek all of you how Missiles were used in Vanillia and how powerful they were. Then you CAN whine about how they are "overpowered".
(11-11-2014, 01:49 PM)Stone21 Wrote: So many posts... it feels like everybody who's against the current status of the missiles have never played the original Freelancer.
Back in the days 2004-2007 when I was playing on an unmodded server, nobody, I mean nobody whined about missiles being unbalanced and hey...there were so many using them and fights were so much fun.
Now don't imagine they were using only one missile, some people used to have even 4 missiles.
It was almost the same here on Disco. until the first missile nerf. but the missiles weren't tracking enough and not many were using them and they still got nerfed to 1 missile restriction and even less missile types to choose.
FL was made to use as many missiles as your fighter allowed you to.
Ruin the game more, you can do it !
+1
Go seek all of you how Missiles were used in Vanillia and how powerful they were. Then you CAN whine about how they are "overpowered".
Going by your thoughts, VHFs were able to kill a BS in Vanilla. Single handedly. I suppose nobody whines about it now, that they are unable to do such a feat now. Balance should be necessary in places where it is deemed. But anyway, tis Disco, so well...good luck compromising the devs to even things out.