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GB missiles

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GB missiles
Offline chopper
03-23-2008, 03:45 PM, (This post was last modified: 03-23-2008, 03:46 PM by chopper.)
#21
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Cruiser and BS missiles need to use more energy, that's all.
That missile abusing BC was really annoying.
6 missiles fired on you every 2 seconds is really hard to dodge.
And when you do try to fire a few salvos on it, you get shot. You need to dodge all the time, which makes you pretty much useless.

Of course, he wasn't attacking any capital ships.. He was a guy chasing fighter pirates trough Sirius and pwning them.
Knight in a shiny armor.

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
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Offline Jinx
03-23-2008, 03:52 PM,
#22
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@chopper: but thats a problem of battlecruisers

if you raise missle energy so much that a BC cannot chainfire them anymore - the normal destroyer won t be able to use them due to the fact that battlecruisers come as cruisers with a huge energysource.

if it was only pure shipclasses, - reviewing the energy cost should work - but the battlecruisers may be a problem there.

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Offline Asymptotic
03-23-2008, 03:56 PM,
#23
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Well, you could fit more than 70 in your hold, and you wouldn't have to make them very expensive. 350 would probably be a better number, just set size to 0.2.

Of course, cerb spamming would get worse if the shot was changed to ammo from energy - cause having it use both ammo and energy is just silly and doesn't make sense.
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Offline mjolnir
03-23-2008, 05:59 PM,
#24
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' Wrote:Of course, cerb spamming would get worse if the shot was changed to ammo from energy - cause having it use both ammo and energy is just silly and doesn't make sense.

Only missiles should take ammo...

and btw.. Nova torpedo takes a lot of energy and ammo too.
Nuke mines need energy also.. on LF it's more than 1/5 of the energy bar... so you can't drop because you don't have the energy quite often.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline Asymptotic
03-23-2008, 06:56 PM,
#25
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I'm suggesting that yes, have the MISSILES (not cerbs, which weren't really relevant) use ammo, but make a big ammo capacity by decreasing ammo size - and have low-cost missiles.
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Offline mjolnir
03-23-2008, 07:12 PM,
#26
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' Wrote:I'm suggesting that yes, have the MISSILES (not cerbs, which weren't really relevant) use ammo, but make a big ammo capacity by decreasing ammo size - and have low-cost missiles.

Highgher ammo capacity might be possible...

but why should they be cheap?

They make more damage than Sidewinders and are much faster with a much better turning radius.. so they should cost more than Sidewinders. (which is 3000 I think)

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline chopper
03-23-2008, 07:15 PM,
#27
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I'd say around 10k per missile. If you have enough credits to buy a GB - then you need enough to maintain it.
All capital ships need to have much more expensive ammo.

Special CD's, Special CM's, Special missiles. All expensive as hell.

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
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Offline Jinx
03-23-2008, 07:15 PM,
#28
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i think its 2000 credits ( i guess you meant 3000 credits, not 3.000.000 credits ) - but prices are a bit messed up - sidewinders are 2k - while firestalkers are 4k for example.

its funny - but are they really that fast? - they allways seem slower than sidewinders, - much more like cannonballs. - but i guess that is cause the camera is more distant from a warship than from a fighter. - capital missiles allways look like they re in slomo.

besides, it is really possible to make a missile use up like 0.5 ammo instead of 1.0? - or is that just wishful thinking.

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Offline Asymptotic
03-23-2008, 07:35 PM, (This post was last modified: 03-23-2008, 07:37 PM by Asymptotic.)
#29
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If you give them expensive ammo, no one will use them.

Jinx, you can set the ammo SIZE of a missile to a fraction of 1, which means that more missiles can fit into the "default" maximum of 70, when size is 1.

I'm suggesting that we don't make the missiles very expensive, but you still have to go back and go through the motions of buying a new one. Gunboat owners should, yes, be able to afford missiles, but shouldn't the respective factions "sponsor" them anyways? It's not like a liberty officer flying a gunboat has to pay for maintenance out of his own personal paycheck.
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Offline mjolnir
03-23-2008, 07:40 PM,
#30
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' Wrote:If you give them expensive ammo, no one will use them.

Ehm.. they hit more often than fighter missiles... and fighter missiles do cost around 2-3k....why should they be cheaper? People do use fighter missiles... even though you have usually much less credits on a fighter.

Capships should be expensive to operate shouldn't they? A full load of missiles for my bomber (paralyzer + cannoballs costs me some 450k).. why should it cost less for a GB?

-----------------
you should just learn no to spamm them.. but aim them... that's another point. .they should require skill.. not just "push the button"

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Igiss says: Martin, you give them a finger, they bite off your arm.
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