Pilot Archive
Thread: Improving Viability of Missles
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
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
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 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.
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.
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 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.