@"Bloodl1ke" It's likely because Starkillers are a totally offensive weapon, fired best at a target that comes towards you, while missiles were used mostly to fire from behind at a dodging target - sometimes that the torps fails badly at. Perhaps as an attempt to explain it.
But with all other choices incredibly much worse than Starkillers, I guess everybody will finally end with them, or move to different classes.
Starkillers are not intended to function, were not intended to function, and will not function as they currently are. I would be extremely surprised if you do not see a hotfix for this within the week.
@Durandal So basically, this means that all tracking projectiles except CDs for fighters will be removed?
Isn't that a bit too much "balancing"?
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.
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?
(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.
I for one can't wait for this rapid fire launcher. It's the closest thing to a GAU-8 we have that isn't a Hellfire pod or a Catapult.
I want to know... would it be possible to have a energy-based launcher that is inaccurate like a Catapult but fires faster for an exchange of tiny damage per shot?
Also, if someone can brief me on the EMA and the BDGun sometime soon and I might change all my aux slots for them :p
(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.
Thank you for further ruining this game. I was expecting such a foolish decision since you've removed 90% of the game missiles and replaced them with just 4. Now removing them altogether and replacing them with useless missiles which are not tracking. Who do you think is going to fly straight to be hit by such non-homing missiles?! Who?! Worse thing I've seen in a mod in all those years.
Years ago we had all missiles and we could install them on all fighter slots, people were still having fun back then and now all suddenly missiles are imbalanced, oh the horror they cannot be balanced at all!!
You people nee d to learn to use those 4-6 different countermeasure droppers and fly in circles more often to avoid missiles. But no you blame the missiles. The game was perfectly balanced now it's crap and you're making it worse. Congratulations for destroying a game feature such as missiles which were a strategic weapon in this game.
(01-12-2017, 04:24 PM)Durandal Wrote: the addition of noobtube style guns
In all honesty non-tracking missiles that can explode in your face as well and rely on the server not being under load to actually fire immediately are far from noobtube guns. In fact they are more like RNG guns.
The mini razor is also not exactly an easy to use thing either but at least it doesn't have the tendency to explode in your face and cause you more harm than on the enemy.
I personally think the tracking stuff we had were perfectly fine. The only reason we now saw the huge problem of the Starkiller tracking was because now good pvp'ers were also given an extra slot for it while before missiles were on a gun slot which good players preferred to keep a gun on.
(01-12-2017, 04:24 PM)Durandal Wrote: if it were entirely up to me I'd have axed torps and moved missiles to the auxiliary slot, not the other way around.
+1 50 torpedoes is WAY too much. I remember Cannonball missiles (which I believe had similar damage to the Starkiller now) had like 20 or 25 maximum ammo?
(01-15-2017, 02:06 PM)Bloodl1ke Wrote: the addition of noobtube style guns
In all honesty non-tracking missiles that can explode in your face as well and rely on the server not being under load to actually fire immediately are far from noobtube guns. In fact they are more like RNG guns.
The mini razor is also not exactly an easy to use thing either but at least it doesn't have the tendency to explode in your face and cause you more harm than on the enemy.
These are not the noobtubes I was talking about. The stuff I'm talking about wasn't even in the game for the release.
(01-15-2017, 12:41 PM)Stone21 Wrote: Years ago we had all missiles and we could install them on all fighter slots, people were still having fun back then and now all suddenly missiles are imbalanced, oh the horror they cannot be balanced at all!!
What universe are you living in? .85's missiles were completely useless unless you facerammed somebody with them. When I say "unbalanceable" that means both sides of the coin, useless and too useful.
See, the thing is, fighters aren't really fun to fly right now (or, frankly, since the patch that nerfed all the playable guns to hell) and saying that "oh we're working on it" and it's gonna be playable "soon" is not really enough.
See, the thing is, fighters aren't really fun to fly right now (or, frankly, since the patch that nerfed all the playable guns to hell) and saying that "oh we're working on it" and it's gonna be playable "soon" is not really enough.
You mean when they nerfed your PGs? )))))))))))
Jokes aside, I don't see what you're complaining about. Letting go of the trigger isn't that hard. If I can manage my powercore in a Sabre that uses 3.03s you can manage in a ship with less gun and more powercore.