Pilot Archive

Thread: Simultaneous Missile launches?

Rowgue
Mon Feb 28, 2005 2:33 am
#14

Well I have done a little experimenting with this while helping some people with the vette.I used two mark II space bomb launchers in my YT.


A mark II space bomb takes out one component on the vette with a hit ( or very close to it). In the past I have launched 1 bomb at the primary shields and have had it destroy the primary shield and then carry over some damage to the secondary shield as that is automatically targeted next in the sequence when the primary is destroyed.


I thought about it a little and figured if I launched 2 bombs at the same time then the damage from the second would take place to the secondaries if the primaries were destroyed by the first. Makes all the sense in the world especially considering that is what seemed to take place when I launched only one bomb.


So I loaded up two launchers next time out and put them in the same group and bound the group to my right mouse button. I test fired on a gunboat just to see if they were both firing at the same time. I did indeed see two bombs launch one slightly behind the other. However with the gunboat it was difficult to guage the damage since they are actually much more resistant to space bombs than the vette.


I was happy enough that I was firing two bombs at once and was eager to target the vette with them where I could see some predictable and measurable results. The group got the vette down to the point where we were ready to target the components and I went in and aquired lock on the shields. Bombs away, two trails, sitting on edge of seat waiting for both shields to go down in one fell swoop. The vette was hit and I hit IFF scramble and got away to let the next bomber come in for a run. Once I got clear I cycled through the components and wouldn't ya know it primary was down, but secondary had not even been scratched.


The second bomb definately did not do any damage to the target. Wheather it is because it doesn't register the second hit for some reason or it does not automatically target the next component, or some other reason I don't know, but it definately does not work in that scenario.


My next step is going to be loading up some lower level ordinance with very low variance between min and max damage and trying to target a ship as a whole instead of individual components. My instincts tell me that it has something to do with the second missle going after the same target as the first and if it gets destroyed it simply doesn't have any target. I'll post my results from this when I get a chance
Ionscout
Mon Feb 28, 2005 5:16 pm
#15

No new info?



Cai'bek - Master Bounty Hunter / Master Combat Medic / Carbs 0400 / Imperial Ace (Inqusition SQ) Colonel (RET) / Smugglers Alliance ACE (Active)

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To deliver you unharmed -relatively so- is the primary requirement for collecting the bounty that was posted on you. If you try starving yourself, you will be force-fed. I'm not known for being gentle about that sort of thing."
-Boba Fett- Pg 49 "The Mandalorian Armor":
Ionscout
Tue Mar 01, 2005 3:37 pm
#16

any word?



Cai'bek - Master Bounty Hunter / Master Combat Medic / Carbs 0400 / Imperial Ace (Inqusition SQ) Colonel (RET) / Smugglers Alliance ACE (Active)

All winnings / drops to Vendor:Near Jabbas Palace -6698 -5927.

To deliver you unharmed -relatively so- is the primary requirement for collecting the bounty that was posted on you. If you try starving yourself, you will be force-fed. I'm not known for being gentle about that sort of thing."
-Boba Fett- Pg 49 "The Mandalorian Armor":
Rowgue
Thu Mar 03, 2005 2:58 am
#17

Well I tried out targetting tier 4B-wingsin endor with mark I proton missiles.


I first did several passes using only one missile at a time and got pretty consistent results on the average damage.


I then grouped both launchers to fire together and made several more passes. I was averaging the same damage as using only the single launcher.


I was targetting the ship as a whole and not the components when doing this.


From all appearances it seems that even though the ability exists to fire both missiles on a single lock, you only actually get damage from one of them. So essentially you are just wasting missiles if you do this.


It's hard to figure out if it's a bug that the damage doesn't go through for the second missile, or if it's a bug that you can fire two missiles on a single lock. Either way it seems that something is a little off here, I'm sure there are a lot of people out there firing away with both missile packs not realizing that only one is actually effective.
Ionscout
Fri Mar 04, 2005 12:25 am
#18

Ok, that enough for me. So, this cannot be as intended. There would be no good reason to have a ship with multiple launchers unless you wanted more ammo.

Now, HOW do we bring this up and get it noticed?



Cai'bek - Master Bounty Hunter / Master Combat Medic / Carbs 0400 / Imperial Ace (Inqusition SQ) Colonel (RET) / Smugglers Alliance ACE (Active)

All winnings / drops to Vendor:Near Jabbas Palace -6698 -5927.

To deliver you unharmed -relatively so- is the primary requirement for collecting the bounty that was posted on you. If you try starving yourself, you will be force-fed. I'm not known for being gentle about that sort of thing."
-Boba Fett- Pg 49 "The Mandalorian Armor":
TatooinainWarrior
Thu Mar 17, 2005 5:26 am
#19






Ionscout wrote:
Ok, that enough for me. So, this cannot be as intended. There would be no good reason to have a ship with multiple launchers unless you wanted more ammo.

Now, HOW do we bring this up and get it noticed?





Where is the Coro for pilot? This should be in the Top 5



Ra'ven (Infinity)
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Ducimus
Thu Mar 17, 2005 2:30 pm
#20



Ionscout wrote:
Is it possible to get a single lock on a target and fire a single missile simultaneously from 2 or 3 individual launchers? Instead of waiting for each launcher to lock on to the target individually.




Ya, press the G key, put them all into one weapon group.

THen change your hotkey from fire and cycler ordanance group to fire current ordinance group.

Works well for an oppressor.

On a side note, removing all the missle tubes from all weapons groups deactivates the missles, resulting in no missle lockon. WOrks well when PvEing and are sick of the constant missle lock, and hate removing the tubes from the ship each time your not using them.



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"I'm really bored."
...has mastered the Pilot profession
Daeges
Thu Mar 17, 2005 3:12 pm
#21

Noticed a mistake in the guide: the engine can be revealed as a target with the guns still up. Simply destroy the primary & secondary shield, and the engine becomes a valid target. In fact, this is my preferred method of destroying the 'vette. As certain approach vectors do not draw significant fire, you can ignore the guns and go straight for the goods. This is especially convenient for privateers on the first pass before the 'vette "wakes up" and takes notice. A group of privateers can completely drop the shields on the first pass with some coordination. The advantage of this method is that after the shields and engine are gone, the thing stops, but the gunboats continue on their way. Also, it is much easier to deal with the guns with the thing dead in space as it won't be turning and twisting, making it difficult to target certain guns and avoid others.


I have taken out the 'vette solo as a rebel, by the way, in a KSE Firespray with two Mark II spacebomb launchers. The biggest issue doing it solo is dealing with the fighter cover, but a good dog fighter with the right droid commands and good equipment can get it done.





IG Daeges

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