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Missile reaction time - 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: Missile reaction time (/showthread.php?tid=7048) |
Missile reaction time - mjolnir - 03-18-2008 Well I know how it works on fighter missiles.... they take about 1s to activate... so you can either use them at very short range dumb-fire like ( doesn't work much), or on somehow medium range when they get time to activate.... But how do GB missiles work? From my recent experience.. that got supported just now... it looks like they activate instantly. I was 150ms behind a GB.. that was turning..so I was kind of "over" him... and he fired one missile salvo after the other.. they turned right on me and hit... no matter CM.:$ Missile reaction time - pchwang - 03-18-2008 I dunno...to tell you the truth. But I typically fire them at 150-200m. Typically works at that range. Missile reaction time - mjolnir - 03-18-2008 Well fighter missiles don't work under 200m/s (head on...) since they don't get time to activate and aim for the target. Missile reaction time - McNeo - 03-18-2008 Missile turrets on gunboats are fully articulate, and their firing arcs from centre are very generous too. So, it doesn't matter where you are, the missile will probably launch in your general direction. Also, they are faster and I would think that their homing range* is larger too. With the larger homing range, the missile becomes dumb earlier and unaffected by CMs. *this being the range at which the missile stops tracking and hurls itself at its target, which is how missiles work. If you look closely at CD's, this is especially visible. Your CD might be tracking to the left slightly before the target, then it makes a fast deviation when its close to the target, and usually hits. Missile reaction time - mjolnir - 03-18-2008 Great... I kind of fail to see any disadvantage in using them then..the only one would be that other caps will kill you.. bot somehow that is not enough for me... since we don't want more capwhoring right? - They track better and are faster than fighter missiles..(145 vs 90/99) - You can fire them forever... even 6 of them. Which is why I would like to see them using ammo. Missile reaction time - McNeo - 03-18-2008 Actually, they eat a ton of energy. On gunboats, its easily replenishable, but on Cruisers and Battleships, not so. By the way, they are actually slower than Fighter missiles, because of the variant thruster speeds. On fighters... 200 thrust speed + 90 missile speed = 299 On Gunboats... 120 thrust speed + 150 missile speed = 270 Also, 2 basic GB missiles take 1/3 of the powerplant of the gunboat. I am led to believe that 2 Dragonfly missiles take 1/2 of the powerplant, but I am not sure. I only remember not being able to fire a lot of GB missiles, of which I primarily used basics to conserve energy. Missile reaction time - mjolnir - 03-18-2008 Welll just as you said... they are turrets.... as I wrote in the first post.. when I'm right on (150m) a small GB... Liberty, Rogue, BHG... and he hits rearview and fires missiles.. and they instantly hit me... no matter how I drop CMs... the 150m/s speed does make a difference. (oh and GBs do thrust at 140) so that makes 290m/s About energy... well... point is... one missile can kill a vanilla ship... 2-3 salvos drop lvl 10 shield. I did experience quite many GBs with 4-6 missiles... one salvo like this (just about every second joust.... or more often if you use group of 3). Blasts all guns off any fighter... and kills any vanilla ship. About Cruiser missiles... well we did have BC with 6 missiles on daily visit in Magellan... it insta-kills a Sabre.. on one salvo.. since the missiles that explode first take the shield. And he can also switch targets and they instantly acquire the new one and hit.... Try taking on a GB with 4 Missile turrets in your Titan. --- Making them use ammo (at least on GBs) is the way to go for me..... this way he can just spam missiles forever.. and if only one out of 10 hits you.. you are soon without guns. Missile reaction time - frozen - 03-18-2008 ' Wrote:Actually, they eat a ton of energy. On gunboats, its easily replenishable, but on Cruisers and Battleships, not so. they do. i use 2 dragonflies on my gunship, and they take about half of my energy. because of that, i chose to have solaris gb turrets (not to mention their effectiveness against fighters/bombers, cuz of speed/refire IMO), and 2 cerbs (if i ever decide to take on a gunboat/gunship, with the cerbs, i at least have a chance on taking it down, however slow it may be. they always fall in the end:P) Missile reaction time - mjolnir - 03-18-2008 @frozen Well I'm sure you have plenty of experience how your gunship turns in jousts just about as fast as any bomber out there.... and you use those gun turrets to drop shields... then on one joust when they are close you hit the missile button => instant hit (no tracking waiting time) and half guns gone... and if it doesn't work... well lets just wait for next turn... until...ehm... they die... because well.. you can fire them forever. Missile reaction time - frozen - 03-18-2008 actually, that aint true. because its pretty easy to dodge the missiles from gunships. ive seen people in bombers do it, and fighters can do it even easier. and yes, that tactic does work quite often, when the enemy doesnt have a clue what they are doing, and choose to joust a gunship head on (suicide. a fighter alone wont live against a gunship, and head on, no way...) and i was just pointing out that the missiles do take 1/2 energy, no need to bite my head off >.> |