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  Discovery Gaming Community Discovery General Community Feedback
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Community forms: Feedback on the current state of missiles

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Poll: Why missiles are ineffective? (Full form on google forms)
You do not have permission to vote in this poll.
Missiles lack the damage over time or efficiency in relation to guns
6.61%
8 6.61%
Missiles are too slow, giving the opponent plenty of time to react
12.40%
15 12.40%
Missiles lose track too easily
14.05%
17 14.05%
Missiles have low lifetime (Explodes by themselves too soon)
4.96%
6 4.96%
Munition reserves are too small
4.96%
6 4.96%
Missiles have low agility, making them easy to avoid
14.88%
18 14.88%
Missiles have very low refire, limiting damage output or giving the opponent plenty of time to react between salvos
5.79%
7 5.79%
Lack of diversity in missile wepons
9.09%
11 9.09%
Munitions are too expensive
3.31%
4 3.31%
Ammo limitations also limit usefulness in long battles
8.26%
10 8.26%
Missile weapons lack the "Multi-role" aspect of guns
4.13%
5 4.13%
Countermeasures are too effective
11.57%
14 11.57%
Total 121 vote(s) 100%
* You voted for this item. [Show Results]

Pages (4): « Previous 1 2 3 4
Community forms: Feedback on the current state of missiles
Offline Tenshi Kuonji
10-08-2023, 07:30 AM,
#31
Rheinland Night Knight
Posts: 347
Threads: 46
Joined: Feb 2019

(10-07-2023, 10:42 AM)g18em2b Wrote: Missiles should always hit something. And countermeasures should be of different types. For heat seeking missiles there should be specific countermeasures and for radar guided missiles there should be radar jamming countermeasures. There should also be more expensive hybrid countermeasures. Regardless of the type, the agility and speed of a missile should always be at least 10x that of the most agile ship in the game. Also, there should be remotely operated missiles, which always hit unless destroyed.

in Freelancer we have no radar/jamming/heat seeking ...
They actually do is Radar-Lock_On_Target, but the idea of Countermeasures could be nice niche ... like some that excel on large ordnance (torpedos / capital missiles), other for fighter missiles and other for CD's ...
Of course every CM can distract any inbound projectile, but with different stats ...
Fortress Can have some of 80% for Torpedos and Capital Missiles/Torpedos, while having 50% for the rest
Silencers can have 80% against CD's while only offering like 50% against Torpedos and Missiles
Heavy can have 70% against all, with the ability of being really costly and damn slow between each salvo but can intercept more than 1 CD Missile
While maybe we get a Jammer Countermeasure that can fight against fighter ordnance with 80% and 50% against anything else ... dunno, play with the results could be kinda nice

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Offline Saronsen
10-08-2023, 07:36 AM,
#32
Member
Posts: 1,688
Threads: 106
Joined: Mar 2009

i havent looked at them all yet but all the ones below .20 tracking are laughable and dodgeable by almost everything, even some of the current slow as balls battlecruisers
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Online Erremnart
10-08-2023, 08:36 AM,
#33
Storybot.exe
Posts: 892
Threads: 73
Joined: May 2020
Staff roles:
Story Developer

That's the intention. Caps are to be able to dodge/evade missiles if they pay attention. Even snub missiles require some aiming and predictions in order to score a hit.

CMs are the last line of defense if this fails, but they aren't the necessity.

Captain Virginia Belle
Task Force Phoenix
Battlecruiser Roanoke
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