Forums » Suggestions

The general uselessness of missiles

«123456»
Apr 23, 2005 CrippledPidgeon link
After a lot more duels and other assorted battles, I still think that my missile ideas would be a very good enhancement to combat strategies. Being a Warthog/Atlas pilot, I tend to use the AGT as my primary close-range weapon, but having longer range missiles that could hit with some degree of accuracy or consistancy would be useful for keeping up the pressure in the middle and long ranges.
Apr 25, 2005 CrippledPidgeon link
Other thoughts: missile turrets for the frigate. Since they would be such easy spamming platforms, missile locks like these would be good for balancing out turrets. You need to get a lock on the target fighter before you can fire, instead of just mindlessly spamming.
May 09, 2005 CrippledPidgeon link
^bump
May 09, 2005 Shapenaji link
^solidarity bump
May 10, 2005 CrippledPidgeon link
oh yea. the ability to shoot missiles and rockets using guns would be nice. As it is, the turrets on the frigates just just missile fodder because a Rag or Centaur can just hit z, fire, hit z, fire, hit z, fire, hit z, fire, hit z, fire, and get out of range until all missiles have hit, destroying 5 turrets. If turrets could shoot down missiles, then defenders would have a chance to protect their turrets and keep their ship alive longer.

There's nothing more frustrating than sitting in a turret, hammer at a rag sitting 500m away, who just launches a set of swarms at you, and retreats, and all you can do is watch the missiles approach your turret and *boom*
May 23, 2005 CrippledPidgeon link
^bump

Another reason for improving missiles (though at a cost of the difficulty of use, etc) would be to more consistantly hit backrollers. It'd be nice if missiles could predict that roll better, so newbies who fall back on that tactic as their only means of fighting quickly get swatted, and are forced to come up with more tactics.
May 23, 2005 LeberMac link
CrippledPidgeon always has good ideas. Perhaps make missiles somewhat like Seekers? Really hard to kill, but killable. And they follow you around in-sector for a looong time.
Oh, has someone already said that?
May 23, 2005 Harry Seldon link
I'm not entirely sure if this is the case right now, but do rockets move at a constant speed once you fire them? IE, if you're moving backwards at 50m/s, and you fire a missile that normally moves at 95m/s, does the missile move at 45m/s?

The reason I ask is I'm not entirely sure, but due to what some people have said, I think this is the case. If this is indeed the case, then I see no reason to make it so that rockets will always accelerate to their maximum speed. Also, rockets should not start out at full speed, perhaps only 50% of their max, taking into account which direction the ship is moving in.

In regard to LeberMac's suggestion about Guided missiles, I think that missiles should be *easy* to kill (hitpoint wise), but will be hard to hit due to their size. Perhaps rockets and missiles should be able to set of the proximity detonator on other missiles.

I would push for a very fast dumbfire rocket, something along the lines of:

500 damage
0 proximity, detonation on contact
No splash
ROF: 4 shots per second
250m/s speed
40 missiles per port
lifetime: 2.5s
delay: .1 s

This would allow people to shoot down missiles and rockets en route to Cap ships, as well as countering incoming missiles.

Just my 2c.
Aug 15, 2005 CrippledPidgeon link
^bump

A lot of people have been complaining about running. Other people complain about swarm and gem spamming. Well I still think that this would be a good solution to all these problems.
Aug 15, 2005 Arolte link
VERY well said, Lord Q. I completely agree on that.
Jan 01, 2006 Shapenaji link
Bumpety Bump
Jan 04, 2006 LordofBlades link
YES YES YES, BUFF their speed, NERF their turning, and make them take x amount of seconds to lock on! (5 sounds good to me) Currently, missiles are USELESS. Exept as decoys, and not even expensive decoys, just decoys.

And if anyone is of the opinion that this somehow ruins the game...Make missiles more expensive to. So it really hurts when 22 stingrays hits your wallet. (Or 40 swarms for that matter...)
Jan 25, 2006 CrippledPidgeon link
So... BUMP

I jumped Blackhole Goldclaw while he was fighting mecha, and while I admire his reaction time launching 16 swarms and some flares at me, I think there should have been a bit more work on his part.

A lock-on time to decrease the mindless effectiveness of those snapshots would be nice. Literally, he targeted me, spun and shot as his nose pointed in my general direction. Of course, I was charging in, so I was a fairly easy target, but still... That was too easy, I think.
Jan 25, 2006 Phaserlight link
1 year later.... and still a good idea :D

It always kinda bothered me that you could easily outrun missiles by turboing. Make them faster and less maneuverable. I also really like the "targeting cone" idea.
Jan 25, 2006 mellowvision link
as defensive weapons, swarms actually play a nice role. they allow the attacker to decide if they want to continue pursuit and risk the missle hit, or turn and out run the missles. I often carry swarms in my moth, both to make ion storms a little more fun while driving straight through, and because I think they are more effective at deterring pirate activity against me than mines. mines only work if you have someone 220 m on your tail, or a noob on your tail.

what if the faster missles had no radar of their own, so you had to stay within range to supply them targeting info, otherwise they self destruct?

I think fleschettes/other weapons should be able to take out missles.

I noticed recently that you can shoot mines. I like this. what I think is funny is that a mine would show up on radar... it would seem like if you went through the trouble to craft a mine, wouldn't you make it harder to detect? maybe mines are only shown on radar when within 300m.

another thought, maybe the long range missles fly a bit more like a moth, where they have reaaaaally high top speeds, but take a second to get up to speed, and have a hard time turning. this would make them effective against turrets and more stationary/slow moving targets, but would allow light fighters to easily out maneuver without running.
Jan 26, 2006 CrippledPidgeon link
did you even read the original post?....
Feb 27, 2006 toshiro link
I did read the original post.

Bump.
Feb 27, 2006 Cunjo link
Swarms are perfectly fine, as-is, except for one little thing...

their refire rate is WAY too high.

Other missiles (perhaps with the exception of geminis) need beefing... mostly in the form of a very small prox and splash, though some could use a speed increase as well.

With swarms though, just drop the refire rate (to TWICE, or even THREE TIMES as long) and MAYBE increase their maneuverability to make them more threatening.

The trouble with swarms, is that they're used to spam targets. If you drop the refire rate to the point where you can't have more than one flight in the air at a time, people would be forced to either use them wisely, or chainfire them, because filling the sky with them is not an option.

There should be no targeting cone for swarms, because that would severly impair their use as a defensive weapon, which is, entirely the point of having them in the first place.
Feb 27, 2006 CrippledPidgeon link
Cunjo:
The trouble with swarms, is that they're used to spam targets. If you drop the refire rate to the point where you can't have more than one flight in the air at a time, people would be forced to either use them wisely, or chainfire them, because filling the sky with them is not an option.

Right, that makes sense, except....

There should be no targeting cone for swarms, because that would severly impair their use as a defensive weapon, which is, entirely the point of having them in the first place.

Which is essentially missile spam right there. It's just tossing missiles over your shoulder and hoping that you hit something. And in that sense, you're just basically saying that you want to use swarm missiles as a "poor man's" mine launcher.

No, Swarms are definitely offensive missiles. I believe that there should be no such thing as a fire-and-forget missile (which all missiles in VO essentially are). Mines, however, are true fire-and-forget defensive weapons. You can simply drop behind you while you're turboing away. Missiles have seekers that direct them to their target with fairly high accuracy, and so should require some work before you can send them on their way.
Feb 27, 2006 Chikira link
About missle speed

Has anyone taken into account that in space, the missle would continue to gain speed until it either exploded or in VO's case, dissappeared. Missles should continue to accelrate and rapidly, for instance if you fire one missle at a capital ship it should hit quickly, even from 1000m out as that missle has been able to gather speed since space has no gravitional pull to slow it down. The Warthog TD does 250 at max? shouldnt a missle at least match that? It should beat it by far at least double.