Pilot Archive

Thread: Improving Viability of Missles

KaylBreinhar
Sat Jun 11, 2005 1:17 am
#1

Uhm...no. With this, you could possibly in objective safety right outside the DS hyper-in point and blast people to your heart's content whilst they're loading.

And it's a two-way street - there's no real fundamental difference between the missiles you use and the missiles the AI uses besides a lower damage. Do you really want AIed gunboats firing Mark IV missiles at you from that far away? Chaff ain't cheap.

Message Edited by KaylBreinhar on 06-11-2005 04:17 AM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
menyou
Sat Jun 11, 2005 1:20 am
#2

Missiles SHOULD have a longer range - but probably fixed for all missiles. maybe around the 2500 mark for lockon and fire. Due to the way lockon works getting lockon at the range they work means you can't shoot the target unless it's not manoveuring. Basically missiles have one use... Killing cap ships... which really is what space bombs are intended for ( although proton IV's are pretty good too ) - which leaves you with a rake of useless missiles :/.




Katier Rax
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KaylBreinhar
Sat Jun 11, 2005 1:26 am
#3

This would take literally all the fun out of PvP.

Speaking for my own faction, the three missile mounts on the Oppressor could deplete the chaff launcher of any craft in 12-15 shots (of the people who EQUIP CM launchers), and you can't hyper that quickly.

1000m lockon, 700m firing distance, MAYBE. 2-2.5k is INSANE. Learn to use guns and hit-and-run tactics - JTL is easy enough already.

Message Edited by KaylBreinhar on 06-11-2005 04:27 AM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
ErraFazira
Sat Jun 11, 2005 2:43 am
#4

Missiles should use normal Radioactive instead of High Grade Polymetric =/ I have a hard time getting good quality stuff. I will sell em cheap if it were normal radioactives. Currently I sell 20k for 12 rounds MK IIIs 30k for Spacebombs 3 roundsand Concussions 12 rounds. Seismic don't go well at all.



___________________________________________________

Evilene
Evil Shipyard
Corellia, 6451 -1455
Master Shipwright & Alliance Ace Pilot
(seeking +25 SW CAs)
Raptor2k1
Sat Jun 11, 2005 3:29 am
#5

Missiles are fine as is, IMO. Upping their range to 4k means you can lock onto someonw 1/3 of the way across the star system. That's just messed up and would make PvP utterly pointless.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


KaylBreinhar
Sat Jun 11, 2005 3:33 am
#6


Raptor2k1 wrote:
Missiles are fine as is, IMO. Upping their range to 4k means you can lock onto someonw 1/3 of the way across the star system. That's just messed up and would make PvP utterly pointless.



Not to mention making taking out the Vette a friggin' joke.

Talk about your quintessential (excuse the use of the overused colloquialism) "I Win" button......

...somehow I think a defeat by a mission gunboat is behind this post.

Message Edited by KaylBreinhar on 06-11-2005 06:38 AM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
Slysix
Sat Jun 11, 2005 8:38 am
#7

Actually I also included improving the counter measures to "spoof" ALL missiles that are inbound on the ship instead ofjust thefirstmissile only.


As for camping hyper points. I'm pretty sure they can include a "invunerability" to ships that just hypered in as long as the pilot has made NO inputs to move his ship.


I have yet to see an AI ship use counter measures. If they're allowed to use counter measures I believe they're be more fun to fight in combat. Of course the counter measures still have the probabilty of failing to spoof the missile so it doesn't not make AI's invunerable to missile fire.


With the current range of missles a pilot hasapproximately3 to 5 seconds to deploycountermeasures before the missile impacts.Missiles withlonger rangesmeanslongertime to impact times (12 to20) seconds if firedfrom 2000m.


As it is now the only missiles being uses are Space bomb II, Concussion III, Proton IV and Image Rec II. Extending the ranges of the higher Mark missiles will provide an incentive to use them.


.............................................


New point that I forgot to add earlier...


Currently the most rarely used missile set that i've seen so far would be the Seismic missiles. I suggest the following to make them more usefull. Seismic missiles should have a greater damage radius then what I have stated above. Included in the purpose would be to allow them to be used as a mining tool. IE: A ship gets all the "small" astroid chunks that are contained with in the blast radius of the missile. The Y-8 currently has a missile launcher that serves no purpose. We might as well get to use it.




Slysix
Sat Jun 11, 2005 8:45 am
#8






KaylBreinhar wrote:




Raptor2k1 wrote:
Missiles are fine as is, IMO. Upping their range to 4k means you can lock onto someonw 1/3 of the way across the star system. That's just messed up and would make PvP utterly pointless.





Not to mention making taking out the Vette a friggin' joke.

Talk about your quintessential (excuse the use of the overused colloquialism) "I Win" button......

...somehow I think a defeat by a mission gunboat is behind this post.

Message Edited by KaylBreinhar on 06-11-2005 06:38 AM




Actually, ifthe vetteemploys counter measures, pilots can no longer use the "park behind the vette" tactic and fire through thestructure of the ship.



I can take out 3 Teir 5 gun on the CPG Kashyyk boats that are chasing me but it takes about 15 minutes. It's the 4boats that show up after wards. My mission timer usually runs out before I can take them out.



JoKen_Jash
Sat Jun 11, 2005 9:04 am
#9

Dude, have you ever even USED missles in PvP? They don't need an effectiveness boost, I was able to kill like... 3 craft, 2 of them Actis Interceptors, in a row, with Image recs.


They work just fine if you know how to use em.





JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
Slysix
Sat Jun 11, 2005 12:10 pm
#10

I beleive we need to push to have missles improved to make them move viable in combat. With the advent of faster chassis and faster engines, the short range of missles makes them nearly impossible to use.


I propose the following alterations be made to missile ranges.

Mark I missiles should have a lock range of 1000m and a firing range of 500m

Mark II missiles should have a lock range of 2000m and a firing range or 1000m

Mark III missiles should have a lock range of 3000m and a firing range of 1500m

Mark IV missiles should have a lock range of 4000m and a firing range of 2000m


Missiles should also incorporate a blast radius.Where damageto surrounding ships/capital ship comopents take reduced damage depending on the distance to the point of impact.

Distance from point of impact to ship (DfPI)

Mark level of missile (Mk)


IF DfPI < Mk thenCollateral Damage=Damage of missle/(25*Mk-DfPI)


To off set this, counter measures will also have to be modified.

Counter measures may "spoof" all missles currently targeted at the ship. As it is currently, the counter measure only "spoofs" the first missile.


To make PvE ships viable against these improved missles. The piloting AI should be enabled to possiblyuse counter measures.


Just my ramblings....as I wait for Flurry to go back up....

psikobunny
Sun Jun 12, 2005 12:03 am
#11

The only change I want to see with missiles is for Seismic charges to work in space mining



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Slysix
Sun Jun 12, 2005 12:23 pm
#12






JoKen_Jash wrote:

Dude, have you ever even USED missles in PvP? They don't need an effectiveness boost, I was able to kill like... 3 craft, 2 of them Actis Interceptors, in a row, with Image recs.


They work just fine if you know how to use em.








Yes I use missiles in PvP. Most peopleuseonly ImageRecs for PvP. The other missiles are never used because they take too long to lock on because the closure rate on the fighters are too high and getting higher from the looks of it.

Let face is when a pilot goes up looking for PvP action, which missile rack does he load up?


I want to improve the viability of ALL missiles. Missiles are made to be stand off weapons to be used intially in an engagement.

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