' Wrote:Mjolnir, you know as well as I do that a 6 missile loadout, if it can be fired at all, takes up the whole gunboat powerplant while leaving the pilot extremely vulnerable to every type of capital ship. Said pilots who use this loadout sacrifice all their power against capital classes to concentrate their effectiveness against fighters and bombers. Even then, two bombers with their CMs active and a competant pilot at the respective wheels should make light work of said gunboat. Its a trade, and I believe it to be a fair one if you take into consideration what you may come up against with such a specialised loadout.
I do believe that missile problems could be alleviated completely if the refire of the missiles were reduced. Using more energy just creates a problem whereby in the future, those who fire guns may run out of energy. Ammunition just makes it more tedious to fight when you undock to find you forgot to go to the equipment dealer to stock up on your missiles.
Refire would target only the problem of missile spammage while leaving the other factors unaffected, and I believe this the way to go....
So most of them eat just around half the powerplant. The GB powerplant recharges fastest of all those around and if you are jousting you have the power to fire at least 4 missiles on every joust. Also why would you mount 6? If you can mount say 4 to have the same effect and you can fire the 2 normal turrets while you energy rockets up anyway.
Now the 6 missile salvo from all but basic turrets only blasts a 11k shield on first hit... kills any vanilla ship on second and shots off all guns from all non-vanilla on second as well. If you mount some 4 you only need some 2 hits with normal guns to take down the rest of the shield. Also you can fire them as 1-2-3-4 separately and here comes the problem... he will run out of CMs, you won't run out of missiles , fair heh?
I have fought those "fair" ships often enough thank you. When me and chopper with Falcatas (2x SN, Inferno, CD, 4 Imp. Debs, 4 Hullbusters) have big problems taking down a gb like that (one of us lost all guns I believe, and both all shield batteries, oh and it was laggy so half his missiles got lost and he had only basic ones). I do think it's too much. Problem with CMs is that they don't work if the missiles are fired while jousting under 200ms. If you want to test it we can meet tomorrow and have a go.
I don't agree with the "it's hopeless against caps" argument. Because if you look around no other class of ship with any loadout is invincible to two ships from another class (a nearby class that would be - so no 2 LFs vs BS). And what's more the skill needed to be invincible is mostly about finding out when to push the one button.
Refire won't solve the problem, even if you make it half of what it's now you can still fire them on every joust (since GB turns slowly). And that is all you need.
I still think that there are only 2 ways out:
- Separate Missile class slots
- Ammo
Igiss says: Martin, you give them a finger, they bite off your arm.