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Missiles

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Missiles
Offline Asgardian
01-09-2009, 02:56 PM,
#31
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Ban bombers from using 4x Imp Debs because you can't dodge the SNAC in your fighter? Is that what you're trying to say? If you're a good fighter pilot, you can easily dodge the SNAC and because the bomber has no other weapons to use (except mines), then you'll slowly destroy his hull and eventually win the fight.

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Offline Jinx
01-09-2009, 03:09 PM, (This post was last modified: 01-09-2009, 03:11 PM by Jinx.)
#32
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its funny - one day we get a "missiles are unfair" another time a thread that says "missiles are too bad".

personally - i currently use 6 missiles on my eagle:laugh:. - why? - i love them, and i simply hit more than with guns... furthermore, i prefer to rip the opponents equipment apart - make attacking me a real pain. ( most of the times, the victims would prefer to suicide afterwards )

fightermissiles are OK. - they use ammo, and the ammo is used up fairly quickly. - you can only use them in a heads on joust, cause missiles cannot track an enemy. furthermore, refilling my ammo costs around 3 million credits - which is a good balance, too. ( 1 cannonballs, 1 sidewinder, 2 firestalkers, 2 paralyzers, 1 nuclear mine, 1 train CD )

it is often said that you MUST NOT joust a bomberpilot that is good with the SNAC. - the same applies to missile fighters - if you joust a missile fighter - it is your fault. - are missiles "low skill weapons?" - i think they are not really... not everyone is instantly good with them. - can you fire them mindlessly away? - no, cause 70 ammo is used up too quickly - and after that.... you re left with ...... nothing.

when you attack a player, you should check for their weapons. - if they got debs and a SNAC, you must be flexible enough to fight them so they cannot fire the SNAC at you easily. - if they use missiles, you must also be flexible. - if they use lvl9 faction guns only - you must.... surprise ... also be flexible to fight such setups.

an eagle is not always an eagle - its only a weaponsplatform with different weapons - and the style of pvp is down to what tactics the other one uses - unless you re so good that the other one must adjust his pvp style to you.

with that said - the concept of missiles will NOT change in the update. - ( fighter missiles ) - the concept of capital ship missiles is a different issue and has been thoroughly discussed in the past on the boards here. - but fightermissiles are balanced in both - chance to hit and the ability to damage a ship and its equipment... things ARE balanced.

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Offline ... kur nubėgo?
01-09-2009, 03:28 PM,
#33
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Threads: 114
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' Wrote:its funny - one day we get a "missiles are unfair" another time a thread that says "missiles are too bad".

personally - i currently use 6 missiles on my eagle:laugh:. - why? - i love them, and i simply hit more than with guns... furthermore, i prefer to rip the opponents equipment apart - make attacking me a real pain. ( most of the times, the victims would prefer to suicide afterwards )

fightermissiles are OK. - they use ammo, and the ammo is used up fairly quickly. - you can only use them in a heads on joust, cause missiles cannot track an enemy. furthermore, refilling my ammo costs around 3 million credits - which is a good balance, too. ( 1 cannonballs, 1 sidewinder, 2 firestalkers, 2 paralyzers, 1 nuclear mine, 1 train CD )

it is often said that you MUST NOT joust a bomberpilot that is good with the SNAC. - the same applies to missile fighters - if you joust a missile fighter - it is your fault. - are missiles "low skill weapons?" - i think they are not really... not everyone is instantly good with them. - can you fire them mindlessly away? - no, cause 70 ammo is used up too quickly - and after that.... you re left with ...... nothing.

when you attack a player, you should check for their weapons. - if they got debs and a SNAC, you must be flexible enough to fight them so they cannot fire the SNAC at you easily. - if they use missiles, you must also be flexible. - if they use lvl9 faction guns only - you must.... surprise ... also be flexible to fight such setups.

an eagle is not always an eagle - its only a weaponsplatform with different weapons - and the style of pvp is down to what tactics the other one uses - unless you re so good that the other one must adjust his pvp style to you.

with that said - the concept of missiles will NOT change in the update. - ( fighter missiles ) - the concept of capital ship missiles is a different issue and has been thoroughly discussed in the past on the boards here. - but fightermissiles are balanced in both - chance to hit and the ability to damage a ship and its equipment... things ARE balanced.

Atleast One very smart person who told how to use and go agianst missiles. Thanks Jinx.

But I still want to see fighter missile .. atleast 10 - 15 percent do more damage...

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Offline Jinx
01-09-2009, 03:31 PM,
#34
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vanilla vulnerability will be removed - component durability will be adjusted - missile damage will be adjusted ( that should answer all questions )

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Offline Panzer
01-09-2009, 07:04 PM,
#35
Man of iron, blood and Nyxes
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I'd remove the ammo limitations should the missles be as effective as they are now. Those fighter-mounted I mean...

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Offline El Nino
01-09-2009, 08:50 PM,
#36
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aye remove the ammo limit, or place it to 1000 and make missiles take up cargo spaces... that would be best... also their damages and many properties were already altered for 4.85..

What can be debated is ammo limit, and their cargo requirement...

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Offline Panzer
01-09-2009, 09:29 PM,
#37
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Posts: 3,092
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Well... for balance's sake - Give or take

Either few missles, each taking a considerable portion of the ship's cargo space, each nearly certain to reach its target and put it out of business instantly - Sort of an overpowered sidewinder... Which you may pack a dozen at best - Fire and Forget


Or - leave their damage ratings and flight properties unchanged - but remove the ammo limit. Seventy pieces of each missle type do cost considerable sums and their effectiveness is highly questionable... Not to mention the sacrifice of potenial firepower in the form of simple guns - missles just won't work against capital ships. In short - Spam and hope at least one hits.


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Offline ... kur nubėgo?
01-09-2009, 09:56 PM,
#38
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' Wrote:vanilla vulnerability will be removed - component durability will be adjusted - missile damage will be adjusted ( that should answer all questions )

Thanks for answer. I hope it wont be adjusted in negative, like lowering the damage ratio becouse vulnerable ships wont be so sensestive to missiles. And this is the main thing what worrys me.:)Thanks agian. Ill hope the best.

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Offline El Nino
01-10-2009, 01:18 AM,
#39
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Well the thing with missiles if you make them more powerful, they become instakill weapons... and while instakilling with SN takes skill instakilling with a overpowered cannonball takes very little of it. And things that seem good against a VHF turn out to be greatly overpowering against a LF...

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Offline tansytansey
01-10-2009, 02:50 AM,
#40
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' Wrote:Well so maybe we should make SNAC a side weapon two?.

I dont know to me missile is very important in all fights. And if you are suggested to make missile a side weapon?... hmmm ? Why should pilot exchange side weapon in to primary weapon (Gun?)

Moreover, look, maybe ban bombers with 4x Imp. Depilators and 1 Sunslayer they are using "side" weapon as a main agianst fighter as well?

the SNAC is the primary weapon for blowing up cap ships. It was never designed for fighter combat, but people adapted it. Unless you're fighting someone crazy like Breen or Wolffe, it's easy enough to strafe a SNAC in a fighter, and even a bomber.
In a fighter you should never joust a bomber anyway, you have more manuverability for a reason. Jousting is for fighting ships that have more manuverability than you, not the other way around. If they start trying to joust you, CD them and keep on their tail.

Mounting missiles should have a bit more of a drawback than they presently do. If you use 6 guns on a fighter your energy drains in seconds. You use 4 guns + 2 missiles you can pretty much fire non-stop in a joust, and you have a bonus 8000 damage on top of that.

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