Newcomer / Intro Problem with missiles - not working through combat

Good morning (25 years) :)

I have a problem through combat. I am using Cobra Mk3 and 2 lasers 2 seekers missile. When enemy shields are off (thanks to my lasers) I click second fire button and... usually nothing happen, or happen 5-7 seconds later. Sometimes works fine but rarely. Sometimes second missile lights up in red.

What could be a problem? Lack of power or what? How could I check how much power I use when all weapons are up. Like in outfitting when I could see in red if something need more power than I produce.
 
If they're heat seeker missiles they take time to lock onto the target before you can fire them.
You'll hear a bleeping noise while they do this.

If the weapon description turns red then the target is out of range.

If you're short of power go into the modules tab and turn off things you don't need in combat . e.g. cargo hatch, docking computer, SRV hanger etc.
 
You have to keep the enemy in or near your aiming mark while the missiles lock after that you can fire them but if the enemy gets out of the area where you can scan them then the lock is broken and you have to start over.

Seekers are nice weapons but you need to be able to hold on target for about 10 seconds which can be tricky in a multiship fight sometimes.
 
Make sure your lasers and missiles are in the same fire group, on a different trigger. This way your missiles can be active and locking while you're blasting down the shields. Then when the shields drop pull trigger two right away and off they fly.
 
Make sure your lasers and missiles are in the same fire group, on a different trigger. This way your missiles can be active and locking while you're blasting down the shields. Then when the shields drop pull trigger two right away and off they fly.

When did that change?

Sorry but seeker missiles only start to attempt lock when you hold down the fire-button - hence the delay in them firing-off. If this has changed I'd like to know as I might start using them again
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EDIT - seems I had it wrong, sorry. :eek:
 
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When did that change?

Sorry but seeker missiles only start to attempt lock when you hold down the fire-button - hence the delay in them firing-off. If this has changed I'd like to know as I might start using them again.

Oh, don't listen to me.

Only time I ever used seekers was in the tech demo before purchasing the game. Forget me; I'm just assuming.
 
When did that change?

Sorry but seeker missiles only start to attempt lock when you hold down the fire-button - hence the delay in them firing-off. If this has changed I'd like to know as I might start using them again.

Start using missiles again? Gosh and there was me thinking you were a fellow pacifist. Just goes to show you take then man out of Glasgow but you can't take Glasgow out of the man. See you, Jimmy!
 
When did that change?

Sorry but seeker missiles only start to attempt lock when you hold down the fire-button - hence the delay in them firing-off. If this has changed I'd like to know as I might start using them again.

I don't know they have been like that since I can remember, which I admit is variable, but just checked point at a targeted ship in range and beeping starts part of the targeting reticule revolves and then stops with the kaching noise and you are locked on ready to fire and never a touch on the trigger, takes about 5 seconds.
 
I don't know they have been like that since I can remember, which I admit is variable, but just checked point at a targeted ship in range and beeping starts part of the targeting reticule revolves and then stops with the kaching noise and you are locked on ready to fire and never a touch on the trigger, takes about 5 seconds.

Oh well either that changed or maybe I just mis-remembered, it is that long since I bothered with them. I stand corrected and thanks for the info.
 
I don't know they have been like that since I can remember, which I admit is variable, but just checked point at a targeted ship in range and beeping starts part of the targeting reticule revolves and then stops with the kaching noise and you are locked on ready to fire and never a touch on the trigger, takes about 5 seconds.

Oh good! This makes more sense to me from a technical perspective, and make the ordinance much more useable!
 
If they're heat seeker missiles they take time to lock onto the target before you can fire them.
You'll hear a bleeping noise while they do this.

Looks like here is the problem. There are 2 circles, when close through targeting each other target is locked. Then fire works. But really difficult to spot through the combat.

Many thanks for all the answers.
 
Looks like here is the problem. There are 2 circles, when close through targeting each other target is locked. Then fire works. But really difficult to spot through the combat.

Many thanks for all the answers.

Yes the audio is really useful for this, and like much of the game the whole process becomes much more obvious with practice.
 
Yes the audio is really useful for this, and like much of the game the whole process becomes much more obvious with practice.

Is there any way to increase audio just for this one, any mod? Or maybe make this "lock" much better visible?
 
There is a visual cue when the two circles are aligned you are clear to fire. If you have problems seeing this consider changing hud colour.
 
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