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Cruise disruptor detonating mines and missiles

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Cruise disruptor detonating mines and missiles
Offline Ingenious
06-18-2011, 01:49 AM,
#11
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Posts: 1,815
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' Wrote:If we're worried about a ship equipping nothing but missiles and being overpowered, there are better fixes for that

I would think the best way to balance missiles would be to have better or faster countermeasure droppers available. Being able to carry more than 70 cm's would help a lot.
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Offline Anna Blanca
06-18-2011, 01:54 AM,
#12
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CD + Nuke = MR

balanced if you ask me.
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Offline Hielor
06-18-2011, 02:14 AM,
#13
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' Wrote:CD + Nuke = MR

balanced if you ask me.
Don't fly into the guy's mine?
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Offline tansytansey
06-18-2011, 03:17 AM,
#14
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Missiles have a high risk for a high pay off.

Missiles do a lot of damage in comparison to guns, but they have the drawback of the possibility your opponent will disrupt them in your face.

Sorry, you can't have your cake and eat it too.

Plus I can speak from experience when I say that fighting an opponent who fires a missile or two on every single pass is mind blowingly boring.

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Offline Fletcher
06-18-2011, 03:24 AM,
#15
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I'm content with CD's detonating mines, though I've been raging a few times at CD's blowing nuclear mines.

Its a tradeoff for a chance to kill your opponent quick, or yourself if their both quick on the CD trigger.

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Offline Hielor
06-18-2011, 03:33 AM, (This post was last modified: 06-18-2011, 03:33 AM by Hielor.)
#16
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' Wrote:Missiles have a high risk for a high pay off.

Missiles do a lot of damage in comparison to guns, but they have the drawback of the possibility your opponent will disrupt them in your face.

Sorry, you can't have your cake and eat it too.
That would be a fine reason if that were the only problem missiles had--more damage, and the risk of backfiring in your face.

However, missiles have a lot more "risks" than just that:
- Countermeasures affect missiles
- Missiles can be dodged a lot easier than guns
- Missiles are *severely* affected by server load and become dumbfire straight-line weapons when there's enough people on the server

Given that there are more than a dozen codename weapons that do more dps than missiles without the above drawbacks, why is it necessary to have *more* drawbacks?
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Offline Hexx
06-18-2011, 04:03 AM,
#17
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Do you actually use missiles on a regular basis, Hielor? They're fire and forget weapons; you can start a joust with your opponent, fire, then veer of and do spirals. 8000-10,000 damage per missile is not a laughing matter in this case.

I suggest you do more personal testing before coming to such strong conclusions. I've used missiles frequently in the past, and had them used against me often as well.

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Offline Fletcher
06-18-2011, 04:04 AM,
#18
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Until the world adopts fibre optics, missiles are like catapult weapons. They either really hurt, or really fail.

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Offline Hielor
06-18-2011, 04:15 AM,
#19
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' Wrote:Do you actually use missiles on a regular basis, Hielor? They're fire and forget weapons; you can start a joust with your opponent, fire, then veer of and do spirals. 8000-10,000 damage per missile is not a laughing matter in this case.

I suggest you do more personal testing before coming to such strong conclusions. I've used missiles frequently in the past, and had them used against me often as well.
Yes, I used missiles rather extensively on my Guardian. "Fire and forget" was more like "fire and forget about hitting."

At one point I burned through a full load of Paralyzers and hit my opponent only 3 times. Missiles are nearly useless against other fighters as long as the other guy isn't terrible. Missiles are *also* nearly useless against larger vessels due to the fact that they don't damage shields (or was it hull, I've forgotten).

They're really nice on paper, but in a real fight they're not worth much.
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Offline Hades
06-18-2011, 04:42 AM, (This post was last modified: 06-18-2011, 04:50 AM by Hades.)
#20
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Honestly, I have to side with Hielor. From my few years of experience of using missiles, they're pretty easy to dodge, and are highly prone losing effectiveness due to server lag.

If anything, CDs should become less overpowered against ship engines. It's downright damn near impossible to not get CD'd in a ship with its engines near the back, even with countermeasure spamming.
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