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Thread: Missiles should damage more
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TsothaLanti
Thu Apr 21, 2005 3:19 am
#1
Since both proton and concussion missiles damage just as good blasters, it makes no sense to play the role of a bomber (TIE Bomber or Y-Wing). Since you're piloting a ship with little maneuverability and speed, you should be able to have serious firepower. And the fact is that an Y-Wing does not have more firepower than a X-Wing.
I agree that missiles should not be instant killers, but they should do more damage so that they are more realistic and useful.
P.S. Keep up the good work on JTL: I like it very much despite of the lack of roleplaying in space, playable space stations and playable big ships, which I hope that will be added during year 2005.
I agree that missiles should not be instant killers, but they should do more damage so that they are more realistic and useful.
P.S. Keep up the good work on JTL: I like it very much despite of the lack of roleplaying in space, playable space stations and playable big ships, which I hope that will be added during year 2005.
Kalaf
Thu Apr 21, 2005 4:28 am
#2
The best use I found for Missles is killing Gun Turrets on the Gunboats and the Vette. Once the shields are down you can lock-on to the guns and blow them off the ship. Works very good onthe vette as you can sit in the aft blind spot once the engine is out and strip the guns 1 by 1 and take no return fire. It lets the fights back off and not get blasted by those monster guns..
shootingiron
Thu Apr 21, 2005 9:04 am
#3
I think missiles already do plenty of damage (have included the stats below for a Mk2 blasters and missiles). If you load out a Longprobe with two fairly average Mk2 blasters with a rate of fire of .33 (3 shots per second), and damage of 600-800 (average 700) you will be dishing out a total of 4200 damage per second. While a salvo of 2 Mk2 missile does maybe 1600-2500 each for a total of 3200-5000 damage. Thats pretty respectable. So we are about even.
Then factor in that you are in combat and are maybe only hitting with 50-75% of your blaster bolts, so now you are doing 2100-3100 damage. But if your angles are right, your are still dishing out 3200-5000 on your missiles.
Now all this is pretty subjective, I agree. At tier 1-3 I used to think that missiles where a waste of time, nothing more than a gun supplement. But now that I'm a master and do regular bombing runs on the vette, I'm fully convinced that they are very valuable fire and forget weapons. When I'm making an attack run on the Star Ravager, I would rather just get a lock and then spend the rest of my time avoiding turret fire instead of flying in a nice straight line while shooting at the primary shields or a turret.
Missile damage is just fine.
(But I do think that missiles could be improved, keep an eye our for a few suggestions I'm going to be making on that soon)
Proton Missle Pack Mark II (Cert lvl 3)
Minimum Damage: (1067/1980/9.13)
Maximum Damage: (1804/3248/15.44)
Refire Rate: (7.515/4.015/-0.035)
Number of Shots: (7/13/0.06)
Mark II Blaster (Cert lvl 3)
Armor Hitpoints: (160/185/0.25)
Hitpoints: (319/371/0.52)
Energy Maintenance: (2255/1940/-3.15)
Mass: (2418/2079/-3.39)
Minimum Damage: (563.5/655.5/0.92)
Maximum Damage: (795/923/1.28)
Energy/Shot: (20/17/-0.03)
Then factor in that you are in combat and are maybe only hitting with 50-75% of your blaster bolts, so now you are doing 2100-3100 damage. But if your angles are right, your are still dishing out 3200-5000 on your missiles.
Now all this is pretty subjective, I agree. At tier 1-3 I used to think that missiles where a waste of time, nothing more than a gun supplement. But now that I'm a master and do regular bombing runs on the vette, I'm fully convinced that they are very valuable fire and forget weapons. When I'm making an attack run on the Star Ravager, I would rather just get a lock and then spend the rest of my time avoiding turret fire instead of flying in a nice straight line while shooting at the primary shields or a turret.
Missile damage is just fine.
(But I do think that missiles could be improved, keep an eye our for a few suggestions I'm going to be making on that soon)
Proton Missle Pack Mark II (Cert lvl 3)
Minimum Damage: (1067/1980/9.13)
Maximum Damage: (1804/3248/15.44)
Refire Rate: (7.515/4.015/-0.035)
Number of Shots: (7/13/0.06)
Mark II Blaster (Cert lvl 3)
Armor Hitpoints: (160/185/0.25)
Hitpoints: (319/371/0.52)
Energy Maintenance: (2255/1940/-3.15)
Mass: (2418/2079/-3.39)
Minimum Damage: (563.5/655.5/0.92)
Maximum Damage: (795/923/1.28)
Energy/Shot: (20/17/-0.03)
Message Edited by shootingiron on 04-21-2005 09:05 AM
Vegitaa
Thu Apr 21, 2005 9:18 am
#4
I'll have to grab the stats later, but, my opressor has 3 Concusion 2 launchers loaded and they do pretty good for me. I mainly use them to slow down T5 AWings when I'm being swarmed. If I target the Engines and let one of these bad boys loose I generally take the engine out in one shot.
Nice thing is having a total of 36 shots available in addition to the cert 8 blasters I have loaded. It only gets better if you load up SpaceBombs though. My alternate loadout on the Oppresor is 3 SpaceBomb 1 launchers. Again one shot component killers. My Firespray on the other hand carries 2 SpaceBomb 2 launchers, these one shot KILL T5 AWings.
Thats pretty potent IMHO. In pvp just about any missle is a 1 shot kill.
RagNoRock5x
Thu Apr 21, 2005 10:30 am
#5
Yeah, if you gunna play the role of a bomber, Space Bombs are the way to go 
12,000-24,000 damage with 1.05 to shield and armor does some nice damage
Starson
Thu Apr 21, 2005 5:38 pm
#6
An effect I would like to see is the one form the old x vrs tie series. When hit by a missile you would loose control of your ship for a few seconds, go into a spiral sorta stright line. Kinda like Darth V. did after Han shot at him and his wing mate cliped him, in A New Hope.
RagNoRock5x
Thu Apr 21, 2005 10:40 pm
#7
Starson wrote:
An effect I would like to see is the one form the old x vrs tie series. When hit by a missile you would loose control of your ship for a few seconds, go into a spiral sorta stright line. Kinda like Darth V. did after Han shot at him and his wing mate cliped him, in A New Hope.
Not in JTL....
psikobunny
Fri Apr 22, 2005 12:05 am
#8
Kalaf wrote:
The best use I found for Missles is killing Gun Turrets on the Gunboats and the Vette. Once the shields are down you can lock-on to the guns and blow them off the ship. Works very good onthe vette as you can sit in the aft blind spot once the engine is out and strip the guns 1 by 1 and take no return fire. It lets the fights back off and not get blasted by those monster guns..
Why would you ever bother with more than Weapon5? Once that is gone, it's a matter core components. Don't waste ordinance on the other guns, just teach people the difference between the top and the bottom of the 'vette.
TsothaLanti
Fri Apr 22, 2005 12:24 pm
#9
shootingiron wrote:
I think missiles already do plenty of damage (have included the stats below for a Mk2 blasters and missiles). If you load out a Longprobe with two fairly average Mk2 blasters with a rate of fire of .33 (3 shots per second), and damage of 600-800 (average 700) you will be dishing out a total of 4200 damage per second. While a salvo of 2 Mk2 missile does maybe 1600-2500 each for a total of 3200-5000 damage. Thats pretty respectable. So we are about even.
Then factor in that you are in combat and are maybe only hitting with 50-75% of your blaster bolts, so now you are doing 2100-3100 damage. But if your angles are right, your are still dishing out 3200-5000 on your missiles.
Now all this is pretty subjective, I agree. At tier 1-3 I used to think that missiles where a waste of time, nothing more than a gun supplement. But now that I'm a master and do regular bombing runs on the vette, I'm fully convinced that they are very valuable fire and forget weapons. When I'm making an attack run on the Star Ravager, I would rather just get a lock and then spend the rest of my time avoiding turret fire instead of flying in a nice straight line while shooting at the primary shields or a turret.
Missile damage is just fine.
Well, I have to admit that I am just 2-3-3-3 rebel pilot, so I haven't had the chance to experience the power of Mark IV and supperior class missiles. Nice to hear they become useful at tier 4 :-)
Message Edited by TsothaLanti on 04-22-2005 09:25 AM
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