adding a CM to so many ships is a lot of very dull work - on small ships .. .its also not a mindless work, cause the new CM models are so large ( sometimes ) that you have to figure out a location on the ship where the CM model doesn t look too stupid.
i m not so sure if its a good idea anyway ( in terms of achieving a balance of getting away )
cause it may be easier to simply reduce the efficiency of the CDs instead of buffing all CMs. - currently - a train CD is a fire-and-forget weapon.
maybe a completely new attempt at a balance like:
- a no-ammo CM system with very different refire rates ( no ammo also enables you to set them on automatic easier without wasting CMs all the time )
- they are like mini flak systems - no damage but a high "push" which "deflects" missiles after a short distance ( for those that have seen a nova being thrown off course by a flak )
- a no-ammo CD system a bit like that .... :
--- mosquito: very fast missile ( torp mounted ) - good range, good speed, good refire, moderate energy use
--- train CD: a slow projectile ( after all, you re about to stop big ships - and not fighters ) maybe 500ms, good range, slow refire, high energy use
CDs would then be dumb fire missiles ( like flaks ) - no tracking... so you have to aim
"CDs would then be dumb fire missiles ( like flaks ) - no tracking... so you have to aim"
NO!
it sucks... disruptors are not only used to disrupt... for example you can use them to kill incomming torpedos and missles, make mines exploding next to your enemie... and so on
' Wrote:- a no-ammo CM system with very different refire rates ( no ammo also enables you to set them on automatic easier without wasting CMs all the time )
Rendering all the missiles (including GB missiles) utterly useless since everyone would have cm on auto...
Yes, please do that. :)
edit: unless refire rates would be nerfed a lot - but then you'd have to nerf the cd refire rates too, or else cms wouldn't be able to stop cds if they were spammed enough...
Automatic CMs? You want to make gunboat missiles ineffective against bombers and fighters?
I think capitals need better CMs with 90% effectiveness and 2k range..
Automatic CMs? You want to make gunboat missiles ineffective against bombers and fighters?
I think capitals need better CMs with 90% effectiveness and 2k range..
' Wrote:Automatic CMs? You want to make gunboat missiles ineffective against bombers and fighters?
I think capitals need better CMs with 90% effectiveness and 2k range..
Automatic CMs? You want to make gunboat missiles ineffective against bombers and fighters?
I think capitals need better CMs with 90% effectiveness and 2k range..
they are already useless:Dthey never hit me with them... I never have to swich on my CMdropper against funboats
' Wrote:Automatic CMs? You want to make gunboat missiles ineffective against bombers and fighters?
I think capitals need better CMs with 90% effectiveness and 2k range..
Automatic CMs? You want to make gunboat missiles ineffective against bombers and fighters?
I think capitals need better CMs with 90% effectiveness and 2k range..
Pro tip: "Activate" your CM slot (clicking on it in the weapon window) and the CMs will automatically launch when missile lock-on is detected. It's best to do this only while fleeing, since it will also fire this way if you click-to-fire.
Pro tip: "Activate" your CM slot (clicking on it in the weapon window) and the CMs will automatically launch when missile lock-on is detected. It's best to do this only while fleeing, since it will also fire this way if you click-to-fire.
I don't know what the fuss is about, CMs are in need of a buff to say the least, but I love Spazzy's idea. As for dumbfire CDs, it works. I've done it before in a chase, firing CDs at a target without a lock saves a lot of trouble.:laugh: