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Mines and flak on Cap ships

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Mines and flak on Cap ships
Offline Epholl
11-29-2007, 06:30 PM, (This post was last modified: 11-29-2007, 06:38 PM by Epholl.)
#11
Member
Posts: 640
Threads: 9
Joined: Aug 2007

Capship missile problem may be that when you fly a fighter thrusted to 200 and the missile is fired at 130 speed, the final speed will be 330, ant that can sometimes even get a fighter down.... But if a capship is moving slowly, its missiles are slower than a thrusting fighter, so it is almost impossible to hit something moving...

EDIT:
What about a mine dropper consuming a lot of energy so fighters and bombers wont be able to use it, which will have a wide blast radius and will damage shields only? Counter for inferno....

[Image: ephollsigs.png]
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Offline Panzer
11-29-2007, 06:56 PM,
#12
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

Idea - how about introducing minelayers?

a GB that would have a new type of mines onboard - with large explosion radius and what's more important - VERY long duration time.

So that you spawn an area with these mines and it keeps the nosy ones away.

[Image: Vxqj04i.gif]
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Offline Vape
11-29-2007, 08:35 PM,
#13
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Posts: 1,543
Threads: 172
Joined: Oct 2007

hmm interesting, i sayid have to agree with Templar on that, that would add a whole new level to RP
and heres another idea, how about making some SUPER Powered missile that is really fast, but SUPER expensive for fighters/bombers, so in other words a Nuke launcher with missiles that cost around 10mil a piece

[Image: sig2-1-1.png]
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Offline Panzer
11-29-2007, 08:41 PM,
#14
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

^ Discused before, stamped as uber torp, discontinued. You have the supernova for that.

[Image: Vxqj04i.gif]
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Offline me_b_kevin
11-29-2007, 09:05 PM,
#15
Member
Posts: 1,525
Threads: 132
Joined: May 2007

no to superweapons.

though in general i'd like to see missle speeds increased...not sure what the number would need to be. right now on my capship i'm not sure if i've landed one missle on a player after shooting about 100(aprox.) so far. they work fine against a NPC that's flying straight toward you and doesn't turn. hence why i was trying to come up with some secondary weapons instead of "just guns" for cap ships.

Mon'Star the Red- Rated "R" : http://discoverygc.com/forums/showthread.php?tid=3224
Aboard the Necrosis- Rated "E": http://discoverygc.com/forums/showthread.php?tid=3313
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Offline McNeo
11-29-2007, 09:24 PM,
#16
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Posts: 3,424
Threads: 52
Joined: Aug 2006

Hey, my old GB loadout used to involve 2 missiles, and my BH Destroyer also had 2 missiles before it was deleted.

In my BH destroyer, I managed to beat two fighters with the two missiles and a very conservative and tactical gameplay strategy. I destroyed one fighter with my ship and the other fled after it became clear that he alone couldn't win.

Missiles for gunboats are a must if you want to beat accurate bomber pilots. What can they shoot you with if they have no guns?

Missiles for destroyers are an option, but can only be used on the most agile destroyers (Kusari, Bounty Hunter etc) because you need to go head on to the fighter for them to work, at thrust speed. However, once they're going at the 140 of your thrust plus 70~ of missile speed, they track very well using only one turn. A few missile hits on vanilla fighters really hurts, but they strip guns pretty effectively too.

Missiles for battleships are useless because you can't catapult them infront of you by thrusting (as you dont have one) and that you can't turn fast enough to use them effectively.

Missiles for cruisers are not really the weapon of choice. They are usable if the fighter/bomber pilots you're facing are stupid, but byenlarge, a fighter can out turn a cruiser, and thrust long enough while the cruiser is turning to accelarate past it.

And i agree, NO TO SUPERWEAPONS!!!

Last time I had a supernova mine launcher, I could disarm a Rheinland battleship patrol with three of them in my Helghast RavenClaw (the good ol' days). Then I just sat there and laid into them. 50k per mine FTW (these were the days where fighters could take out battleships...)

A little tweak to missile speeds on the GB, a bit higher (10-20 m/s increase)
A larger tweak to missile speeds on the Cruiser/Destroyer (40-70 m/s increase)
I dont know if any tweak will help out battleship missiles though, without making them unbalanced.
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Offline Dab
11-29-2007, 10:07 PM,
#17
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

' Wrote:hmm interesting, i sayid have to agree with Templar on that, that would add a whole new level to RP
and heres another idea, how about making some SUPER Powered missile that is really fast, but SUPER expensive for fighters/bombers, so in other words a Nuke launcher with missiles that cost around 10mil a piece

Want to know what the Sidewinder was before it became a missile? A torpedo called the Sidewinder.. You could hit people BEHIND you with it. 8 shots and ANY fighter in the game is dead. And thats if they use all their batts.

The mines.. This would allow ANY GBs to use them, not just the mine layers. If we made these kind of mines, they'd have to be unmoving ones.. Plus people would simply shoot a train CD and the whole field blows. These kind of mine fields should be unmoving ones that only blow if you get in their explosion range. An obstacle that increases the danger of flying and fighting, not an uber-death trap that will kill things from fighters to BSs.

[Image: DFinal.png]
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