Forums » Suggestions
Xang Xi YellowJacket Mk II (LP)
My favorite missile in the game is the Yellowjacket. Not because of Its performance, but because of how it looks in flight. Unfortunately it is a limited use item. I wish it could be upgraded. So i'm making a suggestion for a MkII (LP variant) with a huge buff. Also requesting a game mechanic that i know doesn't exist, and maybe can't exist. But I have hopes and dreams.
Xang Xi YellowJacket Mk II (LP)
Damage: 2625
Velocity: 100 m/s
Energy: 0
Delay: 0.7s
Maneuverability: very high
Mass: 800kg
Splash Radius: 30m
Detonation: Proximity(20m)
Ammo: 8
Lifetime: 35 seconds
Levels: 10/5/10/0/0
Justifications: I mentioned a game mechanic that doesn't exist yet. For this missile, that would be radar lock. I would love a missile that is high speed, with high maneuverability and relatively high damage. But to launch it, a pilot would need to gain a lock on the target. Otherwise the weapon would dumb fire. This would mitigate the over powerfullness of the weapon. The lock also needs to be achieved within a maximal distance from the target. Probably 250-500m.
Damage is set high enough to kill a skyprom if all 8 shots land. Unlike the stingray (and the small port variant) it has prox detonation. In the small port variant, it is the fastest of the missile, so for the large port variant it should also be the fastest.
Scan blockers (these exist in game) would jam the locking ability of this weapon.
Xang Xi YellowJacket Mk II (LP)
Damage: 2625
Velocity: 100 m/s
Energy: 0
Delay: 0.7s
Maneuverability: very high
Mass: 800kg
Splash Radius: 30m
Detonation: Proximity(20m)
Ammo: 8
Lifetime: 35 seconds
Levels: 10/5/10/0/0
Justifications: I mentioned a game mechanic that doesn't exist yet. For this missile, that would be radar lock. I would love a missile that is high speed, with high maneuverability and relatively high damage. But to launch it, a pilot would need to gain a lock on the target. Otherwise the weapon would dumb fire. This would mitigate the over powerfullness of the weapon. The lock also needs to be achieved within a maximal distance from the target. Probably 250-500m.
Damage is set high enough to kill a skyprom if all 8 shots land. Unlike the stingray (and the small port variant) it has prox detonation. In the small port variant, it is the fastest of the missile, so for the large port variant it should also be the fastest.
Scan blockers (these exist in game) would jam the locking ability of this weapon.
-1 unless we have built-in counter measures in ships.
Anyway it should not outmaneuver a fighter.
Anyway it should not outmaneuver a fighter.
For that power, i'd think it'd need to be heavier [1200+], but with the proximity-required lock on and the ability to use a scan blocker, i'd say the weapon is otherwise nice. And, I totally agree, its a great weapon to look at :P
+1 if we also get it as a turret with reasonable grid power requirement.