missiles need some love. we don't use them since long time and I miss them :-(

To be honest i use torpedoes and what can i say, they are great if you know how to use them. If you fire after the shields are down and you are head to head (torpedoes are very slow and won't work against shields), they do a lot of damage on enemy ship. My last kill was an anaconda and thanks to torpedoes he doesn't have the time to bail out.
I didn't try missiles, but i bet if you use them carefully (read know the limits of missiles) you get good results.

Problem is:
* you can't use it against players -> they will run away always
* there is small amount of them, means if you're in RES,CZ or hunting PP merits undermining, you would have to dock to rearm every 2 enemies :(
 
Recently Sandro indicated that missiles will be more likely to damage external modules but only once the target's shields are down. I'm not convinced that this will make missiles a viable choice because taking out external modules almost never contributes to a kill. If, however, missiles start knocking out weapons then we might be on to something dangerous, and counter-measures instantly become a serious consideration.

Since missiles also have EXPLOSIVE area damage they should be able to hit a large area of a ship if a direct hit and do more than average damage due to simple saturation.
Missiles really need some love so that people are AFRAID of them considering how many countermeasures we have against them.

I'm also rather ok with them doing little damage (I want a little, but not no damage at all) against shields, after all, all weapons are mostly equally effective against shields so we can make do with smaller lasers to do that before launching missiles for the kill shot.
 
Yeah, if you have even one ring of shilelds missiles are completely useless. I've noticed that NPCs still use them a lot, and when I get the missile warning I just glance down at my shield status and just shrug and ignore them. They can take a bite out of you if you're in an unshielded eagle or sidey, but that's not a terribly high bar :)

- - - Updated - - -

Controlled by your weapons officer? Yes please.

Now that would be awesome. Choose the missile type, get it loaded into a launch tube and guide it to target using a glitchy, oversaturated monochrome display. Do want :D
 
Missiles should be hard-hitting to make only being able to carry a limited number of them worthwhile, and be scary enough to tempt pilots to fit counter-measures. Presently missiles do neither of those things.

Recently Sandro indicated that missiles will be more likely to damage external modules but only once the target's shields are down. I'm not convinced that this will make missiles a viable choice because taking out external modules almost never contributes to a kill. If, however, missiles start knocking out weapons then we might be on to something dangerous, and counter-measures instantly become a serious consideration.

well he also mentioned that combat will change from "destroy the hull" to a more module desctruction based system.

also: dont forget the crafting in horizons. if we can add effects to missiles, they could be usefull.
 
Since missiles also have EXPLOSIVE area damage they should be able to hit a large area of a ship if a direct hit and do more than average damage due to simple saturation.
Missiles really need some love so that people are AFRAID of them considering how many countermeasures we have against them.

I'm also rather ok with them doing little damage (I want a little, but not no damage at all) against shields, after all, all weapons are mostly equally effective against shields so we can make do with smaller lasers to do that before launching missiles for the kill shot.

well, depends on what explosive charge the missiles have. in general, there are two types of common missiles - the ones that kill with accelerated fragments (most Anti-Air missiles AFAIK), and the tank-buster ones with hollow-charged warheads. given the characteristics of the ships in Elite, i would think they would use hollow-charged ones,
which should do really high heat damage when they hit shields, and lots of internal damage if they hit the hull.
 
well, depends on what explosive charge the missiles have. in general, there are two types of common missiles - the ones that kill with accelerated fragments (most Anti-Air missiles AFAIK), and the tank-buster ones with hollow-charged warheads. given the characteristics of the ships in Elite, i would think they would use hollow-charged ones,
which should do really high heat damage when they hit shields, and lots of internal damage if they hit the hull.

Reactive armor should be really effective against those, after all on 20th century earth that's what reactive armor does - it reacts to the shell strike by exploding and dispersing the jet of molten metal coming out of it.
 
Ammo bays and different warheads would bring missiles / counter missiles back. Maybe anti shielding warheads and warheads that penetrate, then explode. THat kind of thing.
 
Reactive armor should be really effective against those, after all on 20th century earth that's what reactive armor does - it reacts to the shell strike by exploding and dispersing the jet of molten metal coming out of it.
and thats good so

on the contrary, reactive armor will go off if hit by a laser ;)
 
Reactive armor should be really effective against those, after all on 20th century earth that's what reactive armor does - it reacts to the shell strike by exploding and dispersing the jet of molten metal coming out of it.

Yup.

Standard Armour: Normal Damage
Reinforced: Normal Damage but reduced armour penetration chance
Reflective: Increased Damage and increased armour penetration chance
Reactive: Reduced Damage and reduced armour penetration
 
Problem is:
* you can't use it against players -> they will run away always
* there is small amount of them, means if you're in RES,CZ or hunting PP merits undermining, you would have to dock to rearm every 2 enemies :(
For pve sucks i agree, but for pvp they are awesome. When i say last kill was an anaconda, it was a commander of course, not an npc.
 
Missiles should be hard-hitting to make only being able to carry a limited number of them worthwhile, and be scary enough to tempt pilots to fit counter-measures. Presently missiles do neither of those things.

Recently Sandro indicated that missiles will be more likely to damage external modules but only once the target's shields are down. I'm not convinced that this will make missiles a viable choice because taking out external modules almost never contributes to a kill. If, however, missiles start knocking out weapons then we might be on to something dangerous, and counter-measures instantly become a serious consideration.

I completely agree!...it feels now like im throwing a banana at the ship, and unless im lining up right behind the target with the NPC captn on the can...it misses almost everytime for this outright noob. But anyways...Its a missile for crying out loud :) submarines used to slaughter battleships with those.
 
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well he also mentioned that combat will change from "destroy the hull" to a more module desctruction based system.

also: dont forget the crafting in horizons. if we can add effects to missiles, they could be usefull.

Crafting is enroute? Can players sell their wares to others? Will looting be the same as taking cargo from destroyed ships without it being stealing?
 
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