i would say 1 missile launcher only can have 2~3missile..but if the missile deals great damage and it does track enemy well behind enemy(also..lower CM's effeciency to do that.you dont get away from missile from just dropping few flares)..things will be different..
Missiles are vital to a fight, in my opinion. I rarely use them, but every side should have a fighter with at least 2 missile launchers on it. Why? Anti-bomber. Bombers have a ton of armor. Guns aren't going to cut it,most of the time. A good combo for a fighter would be: Adv. or Imp. Debilitators x 4 and Missiles x 2. Bombers are well of for now, as most good pilots can take most ships down [in packs or alone].
Really, I side with Jinx on this one. I scan my opponent, or component scan [ship wireframe readout] so I know what I'm up against, unless it's a fighter furball. It's YOUR fault if you prance into a fight with a fighter with 6 missiles. Besides, if you tail the missile fighter the whole time, they can't hit you unless they have mines or a rear-firing turret.
Besides, the vanilla weakness will be removed next mod and missiles won't WTFpwn every ship. It'll help with RPing in fights. People get ticked when they have full health one second, and are dead the next. Pilots do like to know what exactly happened to them, so they know how to react in system chat.
Firing missiles, although contrary to popular belief, takes about the same skill as using a sunslayer or SN. You have to time it right. You fire to soon, they'll see it coming and peel off. You fire to late, and they shoot off in a straight line.
When I get back into the game, I think I'll get two debs for my bomber and slap on a Firestalker/Cannonball on there. Sure, it might be unfair, but it's not abuse, it's strategy.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
People often sais "Unfair" then they are roockies facing missiles or then they are loosing. I had fought agianst fighter with 2 imp deps 2 cannoballs and 2 simple guns. I was in Titan, and somehow none of his missile ever hittet me in that combat. THe thing you ened is to learn how to evade them. But a lot of people dont know hot to do that, so its just easier to say that its "unfair" to excuse their disability fighting missile mounted fighers.
' Wrote:But a lot of people dont know hot to do that, so its just easier to say that its "unfair" to excuse their disability fighting missile mounted fighers.
Just as easy it is for a player to ask for boosted missiles as an excuse for their disability in using guns.:rolleyes:
' Wrote:Good one. But its strange then you hit ship with a missile (mostly bombers) and ti do the same damage as one gun... well? Unbalanced, agreed?
First you need to understand that it's not that easy as you make it to be. You can't say that all missiles hurt the same amount of damage on bombers as all guns. Because there are several different guns and there are several different missiles, all ranging between damage and tracking ability, short example: Cannonball hurt more but have a worser tracking ability compared to Sidewinder which has a very good tracking ability but damages twice the less.
Missiles (Class 9-10) mostly do about 1000 hull damage or more. As compared to the absolute strongest gun for a fighter/bomber is the Archangel which does 1400 hull damage (excluding Mini-Razor and Supernova), but it has a limited refire rate and it dosen't auto-track the enemy compared to missiles. Adding the fact that all missiles do a considerable damage to the enemy ship's guns, because of its splashing ability. Now guns can also strip away enemy guns but you have to aim really well to do so.
Now the real question is making missiles having infinite ammo, then contra to that suggestion, why not make countermeasures have infinite ammo too? Once again another debate about balancing that should not have taken place in a thread such as this one. You really want to change things apply to the development team and then try to join the balance crew. I don't really know how you do that but that's were things get decided (mostly) I believe, else what's the point of having such a team in the first place.
Bottom line, there is no point in debating this as it will not change anything anyways.
' Wrote:Good one. But its strange then you hit ship with a missile (mostly bombers) and ti do the same damage as one gun... well? Unbalanced, agreed?
For god sake, which missile does maximum 1400 damage(ARCHANGEL CODENAME)? Answer is none. Please do not ask for "better missile damage", cause it really does take little skill. As someone said, missiles should be a side weapon, not something your rely on so much that you hardly use your guns.
What I think, and some will of course disagree(But I say it anyway, as to express my opinion) is that missile -should- be a side weapon. Not of course too weak, but I think we could have let them stay the way they are, while removing vanilla vulnerability. Plus their maximum quantity in the hold should be decreased to around 40, maximum vanilla 50.
Why? For more thinking when to use them, and not spamming them, and also for the simple reason that fighters are small craft, which should not be able to carry 140 missiles in their hold(Sidewinder + Cannonball combo).
I for one would love to see more little ship(fighter/bomber) usage. And fearing missile spam prevents that in a way.
Trust me, gunning is not that hard, I always rely on it.
And secondly, maybe even decreasing the refire rate of the missiles, while keeping them strong would help as to prevent the missile spam, but not make them ineffective.
And at last, making the splash damage go away would be very desirable as well.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
who says that missiles should be sideweapons? - freelancer lore does not mention it... such an argument is as good as saying "missiles should be the main weapons" ( sort of like ..... well.... on a modern jet, i daresay )
apart from that, the missiles are re-balanced already for 4.85.
we could leave it as that...:
some people prefer guns - and thats right and fine, they can mount 1-8 guns on their fighters... no one will complain.
some people prefer missiles - and thats right and fine, too; they can mount 1-8 missiles on their fighters... and no one "should" complain.
some people prefer a mixed loadout - and thats.... surprise .... right and fine, too; they can mount whatever they like on their ships and no one should complain either.
that IS the freedom of choice.... the REST is up to the player. - if a player mounts 8 cannonballs on a Raven Claw and ONLY goes for vanilla fighters... its mostly the PLAYER that is somewhat the problem.... . and if someone in a vanilla fighter forgets to scan an opponent and attacks a fighter with missiles ... well, its his own doing. - there is no "mystical force" that makes me attack someone else - even if my ID card states that he s an enemy, it need not attack if the odds are against me.... especially when i m not attacked by that person.
Yes, Jinx, I know they are re-balanced in 4.85. And yes, I know it's wait and see.
And as for your argument about side weapons, that's just my opinion, I did not say it has/should be so, it's just my POV.
And yes, to tell you the truth I do not really mind missiles the way I know they will be in the '85, I just mind people who spam them. Or instances where 2-3 fighters attack my one fighter, and all spam their missiles.
Hence the argument I offered about the refire rate of missiles. That was kind of my main point in that post, a suggestion/question, as to what would happen if we did that, and if it would solve the problem of missile spamming(disable it, basically), while not decreasing their effectiveness in the hands of a player who's style fits the usage of missiles, responsibly.
I guess that's what I want to say.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.