' Wrote:While we're talking ballistics here... similar improvements need to be applied to capship-grade missile turrets. Right now, they dont even hurt the shields on any other decent sized ship. They dont lock on half the time, miss the other half, are slower than fighter grade missiles, and if you fire several at once... when the first one hits it blows the others up before they get to the target. Unless you're in open space going up against a single fighter, the missile turrets are entirely worthless.
Don't try to bring this up.... learn to use them....
if you have lag it's kind of your fault... not the mods... you can't change the mod to take lag into account.
If they don't lock re-target
They fly at 145 m/s which is FASTER than any fighter missile. If you take ship speed into account you get 90-99 +200= 290-299 for fighters and 145+ 140= 285 for GB/cruiser. Which is basically the same.
They have unlimited ammo - basically the only unbalanced thing about them.
"Don't even hurt shield of a decently sized ship" - they are anti fighter and anti-hull just like all other missiles except paralyzer.
Don't see any problems firing several at once from my corner... and I do use them a lot.
They also do track and detonate next to the target much better than any fighter missiles.
I remember fighting 2 BD bombers in a GB.. blasting all their guns off. Or 4 Sabres with some infernos alone in GB.. killing 2 of them with missiles and more..
Just recently one other guy from KNF killed 4 fighters in his GB using missile turrets.
Capship missiles require skill to use, just like they should, nobody really wants an "I win" button do you?
EDIT: Just like with fighter ones it's 95% about the timing.
Igiss says: Martin, you give them a finger, they bite off your arm.