How long has this (PDs) been an issue?

Our own PDs don't shoot down our own missiles - where did you get that idea? No, what I am saying is that if there are 5 NPCs in close proximity, and I fire at an enemy who doesn't have a PD, one of the "bystander" NPCs will shoot down my missiles. This should not happen, nor can I do anything about it except give up using missiles (which is a shame, because I like missiles).
Use more missiles. All of them.*

*requires pack-hounds.
 
If you really want to see your PD go into full sentry gun mode fly just within range of where some NPC has been dumping Proximity Mines and watch those ammo counters tumble.
 
Back in alpha days, PDs used to shoot other ships as well. I remember tailgating someone only to have a little green blip pop me every so often.
 
If you really want to see your PD go into full sentry gun mode fly just within range of where some NPC has been dumping Proximity Mines and watch those ammo counters tumble.
Don't they also target random collector limpets as well?

Madness!

Though I actually like that they clear mines, having run into a couple myself. Ouch! If we could just dial back the range of PDs, that would help a lot with this specific issue.
 
I was going to make a post in the Suggestions area for chaff removal and instead have a class of weapon thats a directional jammer. Means attackers have less weapons, it requires power and can be twiddled with- it also means that an attacker has to be LOS with a victim.
That could be nice. Something that would require a bit of skill beyond pressing a button. :)
 
Don't they also target random collector limpets as well?

Madness!

Though I actually like that they clear mines, having run into a couple myself. Ouch! If we could just dial back the range of PDs, that would help a lot with this specific issue.
Yes but the shorter the range of the PD the easier they are to overwhelm with shear numbers, which is bad news when we are the target
 
Behold the awesomeness of a full pack-hound Cutter

f9e.gif



(not my video!)
 
Designs for T10 missile boats incoming.
I'm running with a T10 missile boat (sorta). 2xC3 seekers + 2xC1 Seekers with all turreted efficient beams; makes short order of NPCs. I'm usually in panic mode during combat so I can't speak to what my one PD is doing. But those flocks of missiles are sure fun to watch. (thought a bit about swapping out two more mounts with seekers for some more fireworks ??) :)
GL HF
 
This is a frustrating issue, I agree. Rather than identifying "friendly" or "enemy" missiles, I'd like to have PD that identified trajectories, and then fired on any projectile (aside from multicannon shots or other point defenses) whose trajectory would impact either yourself or a friendly ship. (And fire on incoming hatchbreakers as well, since your ship can identify those)

It would also make the "drunken" behaviour of packhounds have a real use, rather than just being a cool anime-style visual.
 
Our own PDs don't shoot down our own missiles - where did you get that idea?
I thought that was what you were saying. I thought it was a bit weird.

I've seen my own PD shooting down all the cops' missiles, but I can't ever remember seeing an NPC use PD. Is that a thing now?
 
My complaint is more about neutral NPCs shooting down my missiles rather than my PDs shooting down neutral missiles (something boosters won't help). Like I said, I actually used to enjoy having missiles as part of my arsenal.

But how should their PD know that they are "neutral" missiles? They sure are not "friendly" missiles. So they rather err on the side of caution and shoot down the missiles.

Also, it was like that all of the time. I still remember during one event. I was there at some beacon/satelite, waiting for a message we can decode. While waiting there, an NPC popped in and attacked. As i didn't want to trouble myself with the NPC, but wanted to stay connected to the event, i freely showered the NPC with pack-hounds. Only after killing the NPC, i realized that while the pack-hounds exploded for me, the area was now full of pack-hound zombies, as somehow the instance master didn't register their destruction. And due to all the missile-zombies there, several other players PDs were running crazy and kept shooting at them.

Fun! :D

Or the FAS, which has a PD slot litetrally up its own backside.

Yea. If you want to place utility slots any worse for PD than on the federal ships line, you have to place them inside the ship... :D
 
It's always been like that. I wouldn't use point defence for RES farming. I think shield boosters and KWS are always going to be more useful.

I know it's not the issue the OP's raising but the main reason I fit a PDT is to counter hatchbreakers rather than missiles.

Sure, an extra SB is nice but, let's face it, when your ship's already got a gazillion MJ of shield then cranking it up to 1.3 gazillon MJ with another SB is kind of academic.
Conversely, it can be kind of embarassing if you're basking in a CZ in your personal Death Star and some yahoo in a Cobra can steal your stuff using hatchbreakers and there's nothing you can do about it.

+EDIT+

Should say, I do agree with Old Duck.
If your scanner can IFF missiles (?) then your PDT should be capable of only targetting hostile missiles.
 
Just how does a sensor which is what actually fires the PD, know for a fact that an in bound missile(s) is for the ship in your general proximate area of space and not you.
 
My complaint is more about neutral NPCs shooting down my missiles rather than my PDs shooting down neutral missiles (something boosters won't help). Like I said, I actually used to enjoy having missiles as part of my arsenal.

I reckon you should have clarified that in the OP.

I'd submit a bug ticket on that, honestly - though one could argue a "better safe than sorry" approach to so-called 'neutral munitions'. After all, friendly fire, isn't.

Would be nice if PDs and shield boosters didn't use the same slots. I like PDs, I like survivability more....
 
Back
Top Bottom