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Capital Ship Missiles - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Capital Ship Missiles (/showthread.php?tid=2640) |
Capital Ship Missiles - fwolf - 04-01-2007 ' Wrote:Ammo on large ship missles? Well, might be a good idea. But I believe, the reason, why most players don't use missles on fighters is the fact, that they require ammo. I use missiles in my fighters. Three sets of missiles: one to get fighters, one to disrupt shields and one for larger targets. Unfortunately I will have to remove the sidewinders as the gunboats are near invencible, unless I have a pirate trying to attack a large train, in this case sidewinders can be useful. I dont like bombers, I find them ugly. I usually put my ships in turret view when on cruise to admire its designs and the bombers are horrible. The problem here is the gunboats, the agility that they have. Forget about raising the price, the price is not the question here. A bomber should be able to take down a gunboat but thats not happening. Also I think the nova should have ammunition so that other weapons can be used. What about a bomber with a set for larger targets with the novas and another for fighters with four codenames? That is not possible for now because the nova spend a lot of energy. Capital Ship Missiles - Nightfall - 04-01-2007 I did say 100-140 in the bugs & suggestions. And fighters should have the loadout downgraded if possible. Capital Ship Missiles - Denelo - 04-01-2007 (no flaming please, this is just an opinion) I agree, missiles are way to powerful against fighters. I think: a) Missile turrets should have damage halved. b) Missile turrets shouldn't need ammo. BUT missile turrets should take cargo space, and lots of it. That way you couldn't have as many turrets and still tractor the loot you opponet drops. And you couldn't load a ship out with all missiles, as you wouldn't have enough cargo space to mount them all. I know you can do this, as it's in vanilla. c) A moderator needs to move this to the Mod Discussion forums. After all, this is talking about the mod. And yes, I know that was way off topic. Tell me if you think this is crazy, useless, or otherwise unhelpful. But don't flame it please. Capital Ship Missiles - Spacewolf - 04-01-2007 figter missles also need to be toned down theres just to many non-rp missle spamers who use coladas even out of rp then torp missle spam you to hell its just not good rp or fun its commpletly stops dogfights Capital Ship Missiles - fwolf - 04-01-2007 I dont see a reason to tune down fighter missiles. I think most people dont use them because they require ammo, and this ammo is expensive. When one of my fighters was destroyed by a bomber at the orbit of Los Angeles, I lost a lot of ammunition. Theres a cost for carrying those missiles and most people dont want to risk it. Capital Ship Missiles - TankTarget - 04-01-2007 They need to be toned down, I was flying an Eagle I had full shields and health and one cannonball killed me. Instantly, also I have used sunslayers (I don't spam them) and they kill far too easily but at least they are accuracy challanged unlike missiles which if used right can be awesome. Having fought with KNF forces as various pirates they all missile spam. Making it near impossible to fight them. There is one or two that don't but the other glob does. If it continues I am gonna into Kusari with a Freelancer Rheinland Battleship that has 10 missiles and 8 flak and blow them away. I am that frustrated with the spamming issue, missiles should be ammo based perse. One salvo of more than four should take all the energy of a cap except a BS or Frigate. 5 missiles on a GB should take enormous energy. In fact nerf the GB and take all of its missiles away. Simple, and take cruiser missiles away as well and limit them to class 10 turret mounts and give them infinite amounts that take large energy. No more than 6 salvos before running out of energy unless they are using two or one launchers. Make flak the ideal anti aircraft weapon. Or make it so that everything except gunboats and fighters cannot kill fighters. And make it difficult for GBs to do so or at least not 5 seconds then bam. Make it take two or three fighters to kill a Gb and move on. Also I think there ought to be a limit on how many GBs that faction can have. (Fighting 3 GB is no fun AT ALL) And about the Miners...give them class 1 turrets and that is all...give them maybe the ability to mount a BS shield and just chaingun bluebells for mining viola... Capital Ship Missiles - Panzer - 04-01-2007 I like the idea of making missle turrets take a lot of cargo space (all those missles have to be somewhere^^) And well, maybe indeed, the missles need to be nerfed a bit. Just not too much. In order not to make them as popular as flak turrets There was also a topic about mining earlier, a weapon, specifically for mining was suggested there (nota bene, by me) it would have large area effect and very little real firepower, just enough to crack a rock open. It turmed out, that making such a weapon is not possible and well, in that case, I second the idea of mounting level 1 guns and a battleship shied. Capital Ship Missiles - Rogue63 - 04-01-2007 My opinion on this topic is, to each his own. For me personally I have several ships. My 2 favorites are identical Outcast destroyers, one of which is a all gun version, and the other is a mix of 6 guns and 6 missiles. Now the missiles ship has it's plus and minuses, I normally use it for raiding NPC ships freighters and fighters. And as the SA guys and others can attest to it doesn't fair to well versus there ships in pvp. Not to say I have not had bagged a few fighters in it. But if you came across a cruiser in a fighter, reguardless of loadout your odds of success are small unless you a top dog fighter. Point is you can almost always get away in a fight if you choose to. When in a fight and find myself in a really bad situation I have no problem trying to disengage. And the missiles are slow, I have seen people in fighters evade them effectively, even when I am launching volleys 6 at a time. You wont be able to do this forever but it can be done. It is all about about choices, I enjoy fighters also. I do not agree with nerfing weopons or limiting loadouts. As long as the ship and weps you use match your RP it should be your choice. Capital Ship Missiles - OsoRojo - 04-01-2007 My overall objection to all this is the tendency to regulate when a new or old, but revived, tactic is found. Instead of using the imagination and coming up with a counter everyone wishes to gut, erase, or generally change the rules, characters, or ships in mid-play. We all have minds, use your intellects to find a novel way of over coming this new challenge other than by mob consensus. Oso Capital Ship Missiles - McNeo - 04-02-2007 howabout this: 1 shot every 20 seconds so a refire of 0.05 sounds good to me, as you would have to chose when to launch your salvos, or manually control the number buttons to fire each missile individually. If you do this, which is very simple, then missiles dont need to be nerfed and missile spamming will be near impossible. Even a Rhineland bs (which i gather has 18 guns) cant fire at 1 per second with 100% efficiency. I think this is a much less time consuming solution and it means that no stats have to be changed...your thoughts? |