' Wrote:I'd use civilian shield busters (adv. Debilitators) except that the speed on them doesn't fit ANY gun in the game, and is so different it screws the accuracy so bad its not worth having them at all. I think I'll be bringing that up in the mod discussions later on to get that changed.
To fix the debiliator, speed of the gun could be reduced to 600 and maybe the damage and energy drainage could be slightly increased. Or maybe a level 9 adv. debiliator could be added. The ppl oftenly use the tizzies with the nomad blasters to have the same muzzle speed of 600m/s. If the debiliators have the same speed they could be preferred as a new selection. Just an idea, yet to fix or tweak the stats of that weapon -if theres a plan about it - is upto the modding squad.
And another idea, maybe would sound as a flameable one that is to make the missiles used more oftenly, that is using a missile slot could be compulsory changing one of the gun slots to a missile only slot, increase the ammo amount to 200, increase the rapid fire of the missile shots by tweaking the turn rate, increase the speed of the missiles slightly (cannonball has 90 and firestalker 99m/s, maybe make them 120 and 129) and reduce the cost of a missile by 50%. May sound dreamy in theory but its just an idea which could encourage the missile usage. Yet, it should of course have the downfalls such as having more ammo should decrease the impulse speed of the ship because of the weight it holds. Im curious about this whether it sounds like a crazy and dreamy idea to implement or maybe it does have a slight chance at least to make a tweak with the missile-ship interaction.
On the uncharted lagoons of anguish, I sail with a canoe made of my sins.
i just made a test run with a dummychar. and missiles are nicer than i thought they are - yet cost too much.
i did some missions against hammerheads BHGs. loadout was 4 diliberators + 2 sidewinders. it worked well - i was able to shoot down their shields in one or two salvos and then take out their hull with like 4 missiles.
a lot quicker than it would have taken me to do it with guns. however - in the end, i had like 8 missiles left and headed back to crete to claim my mission reward. sadly enough - the mission reward was less than it cost me to refill my ammo.
so, yes, missiles are not too bad, provided you have a good ping, i usually have 55 - 78 ping. they guarantee a quick kill. but don t pay off at all. the tracking of the missiles was OK - but worked best, when the enemy was charging towards me. when the missiles actually had to track and follow the target, they often missed or only scored a fraction of their original damage.
' Wrote:so, yes, missiles are not too bad, provided you have a good ping, i usually have 55 - 78 ping. they guarantee a quick kill. but don t pay off at all. the tracking of the missiles was OK - but worked best, when the enemy was charging towards me. when the missiles actually had to track and follow the target, they often missed or only scored a fraction of their original damage.
I'll have to give that a try with a dedicated test character, but my ping is usually 150-175 so I'm less than optimistic about the results.
I have a dragon gunboat with 3 missile turrets on it, they track other cap ships and traders pretty well but I haven't used them against fighters much. I'm not overly impressed with their damage though. I wish the game would ripple fire missiles, maybe .2 sec apart, so they didn't impact all at the same time. Sometimes it looks to me like they're not doing 3xdamage when all 3 hit, could the missiles be blowing eachother up?
"To gain a hundred victories in a hundred battles is not the highest excellence;
to subjugate the enemy's army without doing battle is the highest of excellence."
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
Let me tell you I am very impressed with the GB missile turrets agianst fighters. they have low damage, but take no ammo and you are almost garunteed a hit from any direction
There is nothing worth living for, unless it is worth dying for. -Elizabeth Elliott
' Wrote:Let me tell you I am very impressed with the GB missile turrets agianst fighters. they have low damage, but take no ammo and you are almost garunteed a hit from any direction
Is that vs players or npcs? I've only tried them against NPC fighters and they were sufficient, no opportunity vs human-flown fighters.
"To gain a hundred victories in a hundred battles is not the highest excellence;
to subjugate the enemy's army without doing battle is the highest of excellence."
I tested a gunboat with 2x Dragon Missile launchers against a Raven's talon on a server I hosted. Splitfired so 1 wasp wouldnt blow both of them up. Fired at the right time they do decent enough damage and means you dont need to constantly aim at the target, but they use a high amount of energy for the damage they do imho.
I'm trying to use them vs NPCs on one character for all my armour damage (mostly to learn how they work for PvP use later). I find I often get a wierd bug where they will fly straight, won't track even a little bit, unless I untarget then retarget the guy I'm after. Kinda sucks to flush a bunch of $ down the tubes on shots that never had a chance:(
' Wrote:Every ship I scan has guns, can't remember the last time I saw a fighter with missiles. Are missiles that much inferior to guns? I'll admit I've not found much use for them but I'm no expert FL pilot, yet.
No one mounts missiles because they cant hit skilled player even when its not laggyng.
They hit sometimes if u get lucky.