Thufar wrote:I really don't understand this argument about missiles.
I was talking to a deer hunter one day who was bragging about the deer he shot at 300 yards. I did admit it was a "good" shot; however, there was exactly zero hunting prowess exhibited. I asked him to come back and tell me of the story of how he shot a deer at 30 feet, and then I would be impressed. With that in mind...
Press backspace to come to all stop. Left click over target box, press "R" three times - poof! Rinse, repeat. Absolutely zero chance of being in any danger whatsoever. Wow, that sounds like fun; let's all do it together now, <backspace-click-r-r-r, click-r-r-r, click-r-r-r...> Wohoo! That was what, fun?MIssiles should be LONG range.
They should also be FAR faster and FAR more maneuverable then what they are intended to kill.
A medium fighter missile should be able to easily chase down and hit a medium fighter for example.
They should also do enough damage to take down the shields in one hit.
Then two more hits to waste the hull.
Really? You guys want to take your overpowered Skunk with overpowered missiles that cannot miss into a fight you have absolutely no chance of loosing and then have the nerve to complain that Egosoft can't program smart enough AI? Am I the only one on the forum who can see the hypocracy in that? Are you all really that small-minded?
No, when you ladies take your skunk armed with a single mk1 weapon (not inertial hammer), with mk1 shields and engines, into a fight with a riot squad that is far enough away from a station you can't RSLG to, pry your hand off your joystick or mouse and come start a new thread and write about how you survived. I promise, we'll talk, I'll be impressed.
Until then,
TTFN
Thu
...or, exactly the other way around. Get jumped by three tiny pirate fighters that will
-one-shot you from crazy range without you having any chances of doing anything to dodge or escape...
-or escape it by pressing a single button called "drop anti-missile measures" if any missile counter are ever implemented in the game. That would be fairly easy and boring, I think.
So in both offence and defense, it sounds like you'll just invert the present problem: Instead of having useless missiles, you'll get useless standard weapons. You'll never get the chance to use them because missiles will be way too powerful to make the use of anything else worth the try.
I agree with the fact that missiles need some boost, but I wouldn't go to that extent. It shouldn't ruin the dogfighting.
As I see it right now, the problem is there are no missiles that are truly suited to dogfighting. So the main issue would be tracking, but it must not become sure hit either.
I like the idea previously mentioned about proximity detonation. Warhead gets within 50m of the target, then distance to target increase (due to missing the direct hit), then your warhead detonates and the target gets AoE damage (moderate as compared to a direct hit, but still decent).
Or, within 150 m of the target, the warhead splits in smaller warheads that tracks the target like a swarm(similar to the astrobee, or even to the homeworld 2 torpedo frigates ammo)