Jump To Lightspeed Archive

Thread: Imperial Stardestroyer is Huge! Makes missile useless...

ArdenStarmariner
Sun Nov 28, 2004 4:16 pm
#1

Okie, the Imperial Stardestroyer is absolutely huge! So much so that your practically have to crash into it before your close enough for your missile to get a lock on it. I felt like I was inside the exhaust nozzle of the engine before I even started hearing the missile lockon beep to target the engine component itself. This just really isnt workable. The current missile and weapons effective firing range is fine for ship to ship fighting but is way out of wack for ship to capital ship fighting. If the target is a capital ship of that size, the lockon should be moved out to about 2K distance. Frankly, I found it impossible to target any component except the bridge and engines.




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
atat9619
Sun Nov 28, 2004 5:29 pm
#2

What we need to be able to do is dumb fire missles.



^4Battlefield SF>SWG
Tufelhound
Sun Nov 28, 2004 6:36 pm
#3

well firing from 2k would be realistic (well as realistic as u can get in sci fi) but if it was an official star destroyer before you even got in range with your missles say 2k you would have about 50 tie fighters on your aft...until they make the ai smarter i think its fine how it is



Now young Skywalker, you will die!

Juusman
Mon Nov 29, 2004 5:35 am
#4


Well.. I'm having trouble target anything myself. I can cycle through the 100 guns and such, but I can't for the life of me see a target reticule of where I should be attacking. I made a few attack runs on the ISD, but couldn't see any damage. Anyone know how the targeting works for the ISD?

Message Edited by Juusman on 11-29-2004 04:35 AM



------------------------------------------------------------------------------------------------>
CORE: Cadre of Republic Elite
ArdenStarmariner
Mon Nov 29, 2004 8:03 am
#5


Juusman wrote:
Well.. I'm having trouble target anything myself. I can cycle through the 100 guns and such, but I can't for the life of me see a target reticule of where I should be attacking. I made a few attack runs on the ISD, but couldn't see any damage. Anyone know how the targeting works for the ISD?

Message Edited by Juusman on 11-29-2004 04:35 AM





Same problem I had. I found I could only target and get a missile lock on either the engine or the bridge. The missile didnt lock on until I was literially flying inside the engine's nozzle. Missle lock on the bridge only happened right before smacked into and bounced off.

We just need different effective weapon distances for capital ships that make them realistic.

Message Edited by ArdenStarmariner on 11-29-2004 10:04 AM




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
KJFett
Mon Nov 29, 2004 10:45 am
#6






ArdenStarmariner wrote:




Juusman wrote:


Well.. I'm having trouble target anything myself. I can cycle through the 100 guns and such, but I can't for the life of me see a target reticule of where I should be attacking. I made a few attack runs on the ISD, but couldn't see any damage. Anyone know how the targeting works for the ISD?

Message Edited by Juusman on 11-29-2004 04:35 AM






Same problem I had. I found I could only target and get a missile lock on either the engine or the bridge. The missile didnt lock on until I was literially flying inside the engine's nozzle. Missle lock on the bridge only happened right before smacked into and bounced off.

We just need different effective weapon distances for capital ships that make them realistic.

Message Edited by ArdenStarmariner on 11-29-2004 10:04 AM




You are sooooo right!!! The ISD also needs this increase as well to 3 or 4K as their limited gun ranges right now prevent the batteries towards the back from even being able to fire beyond the bow! Ohh, and it needs that 72 fighters flying cover as well....and lets not forget to adjust the sheilds to correctly refelct the fact that a few space bombs would do nothing more than scratch the sheilds.


People want the missiles to be accurate, but if you do that, you need to do the same to the rest of the ship, and that just wouldnt be fun would it? The ISD should be able to shoot at you long before you get close enough to shoot, and thats after you get through the TIE CAP around the ship. The ISD should also have no fear from anything less than 12 BWings launching attacks with 24 space bombs at the exact same time. Until all that is put in, you rebels will just ahve to be content Soloing the ISD with lasers. *rolls eyes*





Anika Mon'Sulu
truewildman
Mon Nov 29, 2004 10:49 am
#7






KJFett wrote:





ArdenStarmariner wrote:




Juusman wrote:


Well.. I'm having trouble target anything myself. I can cycle through the 100 guns and such, but I can't for the life of me see a target reticule of where I should be attacking. I made a few attack runs on the ISD, but couldn't see any damage. Anyone know how the targeting works for the ISD?

Message Edited by Juusman on 11-29-2004 04:35 AM






Same problem I had. I found I could only target and get a missile lock on either the engine or the bridge. The missile didnt lock on until I was literially flying inside the engine's nozzle. Missle lock on the bridge only happened right before smacked into and bounced off.

We just need different effective weapon distances for capital ships that make them realistic.

Message Edited by ArdenStarmariner on 11-29-2004 10:04 AM




You are sooooo right!!! The ISD also needs this increase as well to 3 or 4K as their limited gun ranges right now prevent the batteries towards the back from even being able to fire beyond the bow! Ohh, and it needs that 72 fighters flying cover as well....and lets not forget to adjust the sheilds to correctly refelct the fact that a few space bombs would do nothing more than scratch the sheilds.


People want the missiles to be accurate, but if you do that, you need to do the same to the rest of the ship, and that just wouldnt be fun would it? The ISD should be able to shoot at you long before you get close enough to shoot, and thats after you get through the TIE CAP around the ship. The ISD should also have no fear from anything less than 12 BWings launching attacks with 24 space bombs at the exact same time. Until all that is put in, you rebels will just ahve to be content Soloing the ISD with lasers. *rolls eyes*








Thank you!! You articulated what I was thinking.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
Jyeoi
Mon Nov 29, 2004 10:51 am
#8

Where can i find it?



"Fear will keep them in line. In discipline there is strength."

Capt. Jyeoi Yulo,
Stormtrooper Squad Leader, White Legion Commander
-IRG- Co-Leader

Capt. Anein Niena, Twilight 4, -IRG- Twilight Squadron

Cobra2468
Mon Nov 29, 2004 10:58 am
#9

i agree. i remember playing XvT and the missiles had a range of somethng like 2.5km and the blasters something like 1.5km. ide like to see JTL like that too. in XvT the blaster bolts were also alot faster, not the firing speed but how fast they travelled threw space. the blasters in JTL travel far to slow. the lead seems very unrealistic and exagerated because ofthat. yes yes i realize this isnt and never will be XvT but come on, this is just common sense.
ArdenStarmariner
Mon Nov 29, 2004 11:02 am
#10



Jyeoi wrote:
Where can i find it?





It's in the "Deep Space" sector.




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
TulasiKid
Mon Nov 29, 2004 11:49 am
#11






atat9619 wrote:

What we need to be able to do is dumb fire missles.





/agree




Also, it would be good to have slash commands for targeting specific components rather than cycling through all 50 or whatever on a big ship. Example: /targetbridge would target the bridge on the ship currently targeted. Does this exist already?

Zutono
Mon Nov 29, 2004 12:45 pm
#12

Go back and do a little research...have to kill the shield generators BEFORE you try to do any damage to a star destroyer. Once those are both down...it's quite easy for a rebel pilot to fly along and without targetting, simply shoot the turrets off one by one.



Ztepper, Z'tepper, Zpawn
Corbantis Keep (CbntK)
"Lead, follow, or GET OUT OF THE WAY!"
---==={{{[[[ Prince Xizor sends his regards ]]]}}}===---

(ggggggggggggggggggxnnntnnnnnnntnnnxgggggggggggggggggg)
Amsterdamm
Mon Nov 29, 2004 12:48 pm
#13

Question: Where can I find the Imperial Star Destroyer?





Amsterdamm Bound [A-V]
Freelance Pilot: Smuggler's Alliance
Master Smuggler

Page 1 of 2
Previous Next