Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Dragon on February 27, 2010, 03:30:00 pm
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I'd like to know which missiles with purpose other than blowing something up directly are used by FS players (when they're not forced to, so TAGs in "A Game of Tag" doesn't count).
Also, it's a place for all opinions about those missiles.
Opinions about missiles from mods are welcome.
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EMP on 'Proving Grounds'.
Otherwise, basically all worthless too. Infyrnos can be good against bombers sometimes, as can EMPs.
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Did you noticed a special capablity of EMP when fighting bombers (hint: try hitting them split second after they fire heavy torpedoes)?
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The problem with EMPs is that they have only one use, and that is as area-effect anti-bomb weapons. The AI is not affected by EMP at all.
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Not quite. They'll switch targets at random while EMPed.
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Which will only affect them for a very short time. Considering that they still don't need to lock their secondaries to fire them, it's not as big a deterrent as it is for humans.
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But it's useful for making them shoot at you, and not the Oberon. :p
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EMPs and Infyrnos.... on a couple occasions. Infyrnos are just so hazardous to use, I usually steer clear. But the carnage they can cause when properly placed makes any danger to my own ship totally worth it.
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I'd never really used Infyrnos before until one of the missions in Procyon Insurgency, where I discovered that they can be absolutely devastating as anti-freighter/transport weapons, and even pack a substantial punch against a cruiser. Other than that, I don't really use anything else, outside of something like A Game of TAG when it's required.
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EMP, and then only if I can't win using regular missiles. I prefer to be able to utilize all my payload for anti-fighter/anti-turret action.
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EMP missiles also disable turrets for a few seconds. Sometimes useful in PI.
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TAG when useful.
Sod the rest though, I'd probably call trebs specialised too since they're worth bugger all vs anything that can turn, unless they're used at extreme range on targets cruising/already heading somewhere. :P
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I use Stilettos every now and then when fighting cap ships, and sometimes EMP missiles.. I would use them more often but I hate getting inside the effect zone of my own salvo :mad:
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I had the Infyrno take down an entire full wing of Shivan fighters once. It's a shame that I never could pull it off again.
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Hackifying the tables to use a D-missile in all those missions with NTF Aeoli?
Yeah that's godly.
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I don't use any specialised missiles normally, although I have attempted using the D-missile (it took out my engines), Infyrno (knocked out 50% of my hull, along with a Dragon), and both the TAG-A and TAG-B (crashed my computer) missiles before.
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Do not fire specialized missiles at close range, since they tend to have area effect.
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harpoons and tornados for fighter killing, trebs and bombs, with the occasional tempest for capships. no specials.
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Do not fire specialized missiles at close range, since they tend to have area effect.
The D-Missile(in SCP/FSPort) had an area-effect bug prior to 3.6.10 (http://www.hard-light.net/wiki/index.php/GTM_D-Missile#Veteran_Comments). It was neat when it also happened to disable Shivan fighters in the area(Hellfire), though... :P
Now, they're perfectly safe to hand out to even your wingmen, if you so desire.
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EMP; it has the often-ignored effect of stopping enemy bombs in their tracks.
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D-Missile. It roxorz your sockorz
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Occasionally spawn missiles, and cluster missiles quite frequently. Well-aimed Infyrnos are a quick way to take down mid-sized ships, and they can also blow up entire wings of fighters. Needing to get the aim and timing right to avoid blowing yourself up just makes them more appealing.
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Every now and then Infyrnos for blowing up bomber formations as they jump in, blowing up freighters, blowing up wingmen without being called a traitor, and blowing up myself when I feel like committing suicide.
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I thought the Cluster Missile was fun, but impractical. It turns and moves a bit too slowly for it to be very practical, otherwise it would have been a much better missile than the Infyrno.
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If the D-Missile is such a useful weapon, able to completely shut down all of a cruiser's weapons, why did Volition not add an analog of it to FS2? Pretty much every other weapon got a new version.
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The Avenger didn't.
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What would the Prometheus R be then? Because it certainly isn't a remake of the original Prometheus.
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It is a downscaled version of the original Prometheus. It is not like the Avenger in any way, because the Avenger could still be put to good use even after the introduction of the Prometheus. The R, however, can hardly be put to any use, even before the production of the Prometheus S.
According to Intelligence in FS2's tech database, the Prometheus needed argon, a gas found only in Sol, in order to work. Because the Lucifer's destruction collapsed the Delta Serpentis-Sol jump node, the Alliance had to improvise. They made the Prometheus R using some of the technology that powers the Banshee, but they didn't do it very well. The Alliance eventually found enough argon in the nebula beyond Gamma Draconis to create a proper version of the Prometheus, distributed as the Prometheus S.
If you need statistical evidence, the most damning one is the refire rate of both weapons. While the Avenger and Prometheus R do around the same damage per shot, the Avenger has twice the refire rate of the Prometheus R, meaning that it does about twice the same amount of damage as the Prometheus R should all your shots hit.
The Prometheus R is not a newer version of the Avenger. It never will be. Anyone who says otherwise is calling me a liar.
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Harpoon and Trebuchet is all you need.
And a Cyclops or two if the mission calls.
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And a Helios if it calls collect. :p
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Only the D-missile. It really needs a FS2 counterpart.
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I really liked some of the cluster missiles in the game, but sacrificing a secondary slot to carry them can be a turn off.
I kind of end up wishing there was an easily usable "fire X missile here" command for wingmen in formation so special missiles could get more use. I could see some of the clusters becoming really useful if there was.
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Andro, Avenger -> Maxim, it's not a direct port but that's how I read it :<
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I tried a D-Missile like weapon in FSO in some random empty mod.
Depending on how the missile is portrayed and tabled... I think it could practically screw up enough missions (excluding repeated "Forced Entry" nightmare spectaculars anyway :mad:)... there would have to be quite a bit of balance things to work out... :mad: :doubt: unless... I don't know, unless more options to really control and limit the disruption effect in some way are made available to the modder...
Probably possible in current SCP builds already but I haven't touched tables in a long while.
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Forced Entry is eeeeasy. Go play it more, it's fun.
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:sigh: It's just an example I thought out of my head at random with regards to the D-missile and here comes this. Sorry, but I'm offended.
Well, whatever.
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Why are you offended?
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Well, that was wierd.
I misread that as 'i'm an offender' thought, 'yeah I found forced entry hard too at first' then read Battmans reply and took a second look at the post above.
I don't know where the offensive post was implied.
But we loove joo.
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Yeah, not sure what he's on about. The mission was pretty extensively tweaked and is hardly a nightmare spectacular any more.
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Am I able to extract an earlier version of forced entry aka Ravanna rape from an earlier version of blue planet and put it in the directors cut? Are there any major table changes in that respect?
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I kept about 1 bank of EMPs for almost every bomber defense mission I flew where they were available. Just one EMP into the middle of a bomber formation would keep them from launching bombs pretty much long enough for you to close to optimal range and just shred them with your main guns. And all with just one missile instead of 6-8 trebuchets.
And if those bombers did happen to already launch bombs, EMP gives you a much better chance to knock them out.
I acidentally marked D-missile as well on the survey. I apologize, I never used that either. Blob turrets in FS1 never seemed like any sort of threat, unless you're flying a bomber. I think D-missiles in FS2 would wreck the fear that beams and flak give you, and would keep you from inventing tactics to take out those turrets.
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ST:R has this one annoying mission involving a Karnak called the Egyptos. You're supposed to protect it with EMP missiles.
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...Ummm...
That's a red-alert mission, is it not? I'm pretty sure they don't give you the EMP missile, either.