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Ballistics (missiles/mines/etc) - 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) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Ballistics (missiles/mines/etc) (/showthread.php?tid=8682) |
Ballistics (missiles/mines/etc) - DarthCloakedGuy - 05-31-2008 ' Wrote:Andre DelArco - Are you willing to put your fate ,in missles being pathetic, to the test ?Missing the point. Their only uses are in one-on-one fights. Ballistics (missiles/mines/etc) - mjolnir - 05-31-2008 Tell that to Skoko... two days ago I had a chance to test something I thought about before.. A LF was thrusting away in one direction for quite a long distance while dodging. He could not cruise because one in my group had a cd. I thought I would try the lazy way.. and simply kept pressing the Firestalker button... and... over 1/3 of the missiles hit (against a dodging LF).. before he got half way he had no guns (since it was non-vanilla ship). And he died not so long after..."difficult" But yes missiles often loose track if the target turns a lot (using e-kill) => they need better seeker angle. Ballistics (missiles/mines/etc) - Symbol - 05-31-2008 Related to this topic... all in favor of removing the capships infinite spam turrets... say something. Ballistics (missiles/mines/etc) - mjolnir - 05-31-2008 ' Wrote:Related to this topic... all in favor of removing the capships infinite spam turrets... say something. There is a different thread about this and it's also pointed out in the balance issues. Not removing them but giving them ammo or limiting their number on GBs by making them a separate class. Ballistics (missiles/mines/etc) - Armageddon - 06-10-2008 Well i had an idea to this effect, up the missles however make them take cargo space in the hold of the ship. So a starflea can carry about 10. Or limit the fighters to about 5 a slot. Then i would have sort of three types of missiles for the fighter. High Payload, no tacking slower missiles for bombers and jousting. Very Long range although it will be nigh impossible to hit anything except a stationary object at mac range (4-5k) Long damage range (900m) Could be used to put up a sort of flak screen by bombers and is also useful by the fighter because of the larger damage range. There is a risk with this in jousting as to damage yourself which requires a bit of skill. Medium Payload missile, standard tracking, designed for long range attack (1000-1500m). Medium speed Medium damage range (100m) Low payload missile, Advanced tracking (cd sort of tracking) designed for close quarter dogfighting extremely low range about gun range. Low damage range (i think its called that anyway about 10m) Thats my idea of how they should work personally. Mines i think should be slowed down to become a sort of stationary object to make it a tactical advantage to lay mines before a battle. As the mines wont move or barely will. Ballistics (missiles/mines/etc) - ... kur nubėgo? - 08-05-2008 ' Wrote:ok, i love the idea of ballistics, a secondary weapon with a lot of punch but limited by ammo....brilliant! Missiles are good as they are. They do good damage, but needs skill to fire. Mines. Part about puppie ant mommy, i agree with you 100%. 60 m/s .. they even cant get on a ship who is flying in normal simple engine speed. That couse yourself jumping on them? So sometime, mines are dangerous for both fighters in a fight. Thats kinda illogical. Ballistics (missiles/mines/etc) - El Nino - 08-22-2008 Mines should be left like they are, with an exception to some EMP mines perhaps... Missiles thou, with the new "non-vanila" vanila fighters, could use a tweak.... But even as it is, I got cought with my bomber against an eagle flying 2 cannonballs (gaian) My weapons were lost very fast... (BMM loadout, splitters and such) but my supernova lasted and i managed to get a lucky kill,... So No improvements on the missiles, perhaps those low damage missiles could use with a speed boost, and keep those high damaging as they are... the tracking part doesn't really help in a joust... and out of the joust they are useless... Ballistics (missiles/mines/etc) - ... kur nubėgo? - 09-04-2008 ' Wrote:Mines should be left like they are, with an exception to some EMP mines perhaps... Funny part is, that even in Joust, then missile hits the target, target sometimes do not get damaged.. Ballistics (missiles/mines/etc) - El Nino - 09-05-2008 That's if you hit a non-vanila ship, or their shields just came back online... |