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Missles Need some re-evaluation.

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May 05, 2008 ingoguy15 link
I agree. The Gemini missile is overpowered, or the yellowjacket and firefly are underpowered.

I've noticed that missiles appear to be a popular topic right now. But the fact remains that until the items and ship stats are finished being rolled over, nothing will happen, or at least, nothing QUICKLY.
May 05, 2008 iry link
The gemini missiles does have great tracking but it has one limitation the other missiles do not. It can't loop back. Once you dodge a gemini missile you don't have to worry about it looping back for a second pass like the others.

Geminis can only track targets that are in front of them so once the first pass is made it's not going to come back and hit you later.
May 05, 2008 Lord~spidey link
the gem isn't that great for pvp but has a good place with chaos swarms its not overpowered or underpowered but the other two small port missles really suck...
May 05, 2008 vIsitor link
Fair enough on the point that Gemini's can't loop back around, but if if they missed the first time, then they aren't very likely to hit anything on a second pass.

Also, the Gemini's statistics seem somewhat mismatched. Having a high-damage/tube ratio, and being unable to circle back around, it would be expected that they were designed to be small-scale bombing missiles. It possession of a proximity detonator--a trait which its peers do not possess--would seem indicative of an anti-fighter weapon.

Now, considering the Fireflies are technically scaled-down Stingrays, it would seem appropriate for them to be the anti-heavy small-port missile instead, with the Gemini as the dedicated anti-fighter missile. Perhaps the Yellowjacket could function as the sort of in-between option?

Anyway, this is what I, personally, think should be done:

Fireflies: Damage buffed, Given the "lose lock if not ahead" weakness of the current Gemini, and keep the impact detonation.

Yellowjackets: Keep largely the same, but perhaps give them a (very small) proximity detonation

Gemini's: Nerf damage, and scrap the "lose lock" mechanic. Or perhaps require a target lock?

Eh. Its all just theory anyway.
May 06, 2008 ingoguy15 link
The fact remains that I don't think that the developers are done with the dynamicising (is that a word?) of the items, ships, and cargo. When they're ready, they'll tell us.
May 06, 2008 Ghost link
Be careful not to try and balance the game for 1 on 1 combat. Flares are most certainly NOT underpowered. They dominate, and I mean dominate any group combat. You can ignore an all energy fighter in a furball for a small amount of time without too severe of a consequence. If you ignore a flare valk, or even a flare vult in group combat, you're done for. Boosting flares for 1 on 1 combat (where there already just fine imho) will make group combat turn into flare wars. Also, a very important bonus of flares that hasn't been mentioned yet is the fact that you don't actually have to hit the target.

As for missiles, yes, everything below a gemini is pretty underpowered. Even a gemini is arguably underpowered. But it's difficult to balance anything right now while the game is still largely 1 v 1. If you create a missile that makes a solid stand alone weapon for 1 v 1, how does that effect group combat?

I would also argue that missiles, at least swarms, have their role. They work pretty well against heavier ships. Now something that might be interesting to give some different options would be a light missile that tracks well and moves fast, but does little damage. Then you have a missile that's usable against light ships but ineffective against heavies. But even that missile can't be infallible. The target always has to have a chance to dodge otherwise you're taking skill out of the equation, at which point everyone starts using missiles. Something that has to be realized is that some of your missiles will always miss. They have to for the sake of the game.
May 07, 2008 Captain Burn link
As for Yellow Jackets, something that makes them effective against TPG Frigates is their 30m splash, combined with no proximity. This way, they detonate against the hull and get as much as possible out of that 30m's, whereas Geminis tend to detonate a little earlier, and therefor don't hit as many turrets at once. With yellow jackets and stingrays on a Rag, I can usually strip a TPG Frigate of its shields and turrets in one flight.

Fireflies are an enigma.
May 13, 2008 Mynnayage link
Accelerating rockets/missiles are good. Here's why; they can be fast without being game breaking; you still have the normal amounts of time to dodge at dog fighting ranges, but then they can go on to fly at like, 100m/s! They can be used against close, *and* distant targets, because it's easier to aim close, but they go faster distant. =O Wowzers. Wouldn't it be cool if there was a missile that could chase people into turbo? Instead of just beelining, the only way to avoid it would be to "do a barrel roll!" or some equally heroic maneuver. I don't know though, it'd be the first situation in Vendetta Online where pressing the turbo button doesn't make you 100% safe (minus moths)... is that really the kind of environment we want here, where you can't pick absolutely every fight you get into? Heck, if the SF got their hands one something like that, they might even be able to stop pirates once in a while.

Mines would make an effective countermeasure.