Shipwright Archive

Thread: Missles and Chaff resources used for these is excessive

Shadwe
Fri Nov 12, 2004 10:42 pm
#1

To make a run of 100 mark II concussion missle packs (4 crates of 25) requires 100k steel and 25k high grade polymetric radioactive. (concussion missles are only a L5 cert)

Level 9 cert missles will need 250k resources for 4 crates of 25, which means 4 crates of missles will cost more that a tier 5 ship.

The chaff packs are not any cheaper.

These need to be changed or this stuff will never be used reduce the resources needed by 90% and please change it from steel to metal. (to much steel needed in all shipwright schematics)



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Plateau Mall located @ waypoint 980 -4100 behind the shuttleport in Mesric Sanctuary on Tatooine.
BHM
Sat Nov 13, 2004 3:52 am
#2

In my opinion it isn't a matter of quantity:


Missiles are either bugged or almost useless. I've crafted some crates of missiles (different kinds) for my guildie and I, using the best resources I had.. the dmg is ridiculous.


Now, the bugged missiles from underway replenishment (rebel pilot skill) were cool, but the crafted missiles aren't worth the mass they take.. space bombs are useful for big ships, but if I have to fight TIEs etc I prefer to equip 3 weapons instead of two weapons and a missile launcher.


Now, about quantity: if missiles were expensive but strong, it would be worth it. But when you use a Mark 3 proton missile on a tier 4 TIE (after the "huge" amount of time you need to get a lock onit) and you dmg 10-20% of it's shields.. well I'd rather use blasters.



Andros Celsum ~ Master Bounty Hunter ~ "It is better to be feared than loved, if you cannot be both."

-Redux-
Sat Nov 13, 2004 6:24 am
#3






Shadwe wrote:
To make a run of 100 mark II concussion missle packs (4 crates of 25) requires 100k steel and 25k high grade polymetric radioactive. (concussion missles are only a L5 cert)

Level 9 cert missles will need 250k resources for 4 crates of 25, which means 4 crates of missles will cost more that a tier 5 ship.

The chaff packs are not any cheaper.

These need to be changed or this stuff will never be used reduce the resources needed by 90% and please change it from steel to metal. (to much steel needed in all shipwright schematics)






I would have say negative on this one. I think the missile resource cost is just right. I have played with any of the real high end ones, but I just did a run of Proton Mark II's that are quite nice. I was a little disturbed at first at the resource demands, but when I saw the damage being a min of 1700+ to a max of about 2300 (if I remember right...I am at work right now), I didn't feel it was quite so ridiculous.


Its a powerful weapon, and you don't want people just spamming missiles all over space. By keeping them expensive in resources, it keeps the cost up, thus making them a weapon that is used for special situations rather than being the default combat weapon.





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TomoRainer
Sat Nov 13, 2004 6:38 am
#4

Missiles really don't seem worth it to me--either as a pilot or a shipwright. 1700-2300 damage for a level 3 cert missile launcher sounds pretty good, but what's the effectiveness on those protons--about .400 for armor and shields? If I have a 550-900 ion cannon with .800 against shields and a similar disruptor for armor, I'm doing the same amount of damage as that missile in 1.5 shots landed. Even if I'm using a blaster, it's all of 3 shots. Call me cheap and lazy, but I really don't feel it's worth the credits and bother to keep missiles loaded in my ship and use them in normal combat.

Mk II spacebombs may be worth it again capital ships, but other than that, big deal.

On the crafting side, missiles use a load of steel and, for higher-level ones, a JTL-specific radioactive. I guess people who have more resources than they know what to do with can afford to run off a few factory loads of these and watch them fly off their vendors. It's also hard to see a good profit margin on a pack of something that can disappear in one modest engagement. That may be what the devs have in mind--our best-selling component is going to be the one we have to sell for the least cpu--but at their current levels, I don't have a shred of respect for missiles.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


BHM
Sat Nov 13, 2004 6:57 am
#5






TomoRainer wrote:
Missiles really don't seem worth it to me--either as a pilot or a shipwright. 1700-2300 damage for a level 3 cert missile launcher sounds pretty good, but what's the effectiveness on those protons--about .400 for armor and shields? If I have a 550-900 ion cannon with .800 against shields and a similar disruptor for armor, I'm doing the same amount of damage as that missile in 1.5 shots landed. Even if I'm using a blaster, it's all of 3 shots. Call me cheap and lazy, but I really don't feel it's worth the credits and bother to keep missiles loaded in my ship and use them in normal combat.

Mk II spacebombs may be worth it again capital ships, but other than that, big deal.

On the crafting side, missiles use a load of steel and, for higher-level ones, a JTL-specific radioactive. I guess people who have more resources than they know what to do with can afford to run off a few factory loads of these and watch them fly off their vendors. It's also hard to see a good profit margin on a pack of something that can disappear in one modest engagement. That may be what the devs have in mind--our best-selling component is going to be the one we have to sell for the least cpu--but at their current levels, I don't have a shred of respect for missiles.



Itotally agree with you




Andros Celsum ~ Master Bounty Hunter ~ "It is better to be feared than loved, if you cannot be both."

Harkyn1
Sat Nov 13, 2004 9:17 am
#6

Don't like the missiles either. From the SW side and Pilot side. Too much to make and not enough damage. The cost to the mass and energy needed on the ship, Im better off with another blaster.
Zaket
Sat Nov 13, 2004 10:54 am
#7






TomoRainer wrote:

On the crafting side, missiles use a load of steel and, for higher-level ones, a JTL-specific radioactive. I guess people who have more resources than they know what to do with can afford to run off a few factory loads of these and watch them fly off their vendors. It's also hard to see a good profit margin on a pack of something that can disappear in one modest engagement. That may be what the devs have in mind--our best-selling component is going to be the one we have to sell for the least cpu--but at their current levels, I don't have a shred of respect for missiles.




Not sure where you get that from. It may be different on your server, but on Naritus I sell Proton II's for 10k and Proton III's for 25k a pack. Like you say they fly off my vendor, I easily do somewhere in the range of 500-750k credits a day selling missiles alone. I also have a big market in chaff packs, sensor packs and micro-chaff packs. People buy the launchers for missiles and the countermeasures so fast I can't keep them on my vendor.


So personally, I'm quite happy with the current setup for missiles and countermeasures.





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Clerista Iewie
Master Shipwright
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