Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Colonol Dekker on November 19, 2010, 04:24:10 pm
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I find myself taking them every chance I get. . . . . Anyone else like the 5k missiles as much as i?
Shame they don't have the nullifying power of a Phoenix 5 though :(
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I like such missiles, they're great for everything, from disarming turrets to killing bombers.
I think that everybody who played Forced Entry would agree. :)
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Godly (OP?) missiles, at least against AI. However, if I'm using them at all, the first thing I do is call in a support ship so that it can follow me around to rearm me after I empty them at distant bomber wings.
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Trebs are easily my first missiles of choice
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You all have excellent taste, i remeber the rules of squadwar, no fish, fire, emp, or trebs.
How i used to go all >:( on them. then i used trebs on RI. and i was all :) again.
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My favorite missile is the tempest. They are fun and spammable.
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In the missile world. Furies and Tempests are like the grapes on the bunch which never quite became grapes.
Tiny :s
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Tiny, but Tempests rape face.
Highest damage per second and damage per capacity of any missile (it even outperforms the cyclops!)
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I find your sales pitch convincing and wish to subscribe to Your monthly newsletter.
I also have an urge to Fred an Ursa assault against Buntu scum with exclusive tempest loadout.
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It depends if AI spam tempests correctly or not. If they're not emptying as fast as possible in double fire, then it won't work.
But yeah, tempests are hands down the best missiles in the game, provided your target is within range. Subachs outrange tempests, so there's your drawback.
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The thing I don't like about trebs is that they're not manuverable to reliably hit dragons, asteroths, and manticores. Worse than that, they take space from other missiles that can. They're still great missiles, it's just they don't kill the fighters that I like to shoot missiles at the most. :P
Tiny, but Tempests rape face.
Highest damage per second and damage per capacity of any missile (it even outperforms the cyclops!)
To be fair, the total sum of damage you can do with a bomber's full load of tempests is still probably less than with cyclopses. And I'd rather take a bit longer to blow up a capitol ship than dick around with a rearm ship.
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To be fair, the total sum of damage you can do with a bomber's full load of tempests is still probably less than with cyclopses. And I'd rather take a bit longer to blow up a capitol ship than dick around with a rearm ship.
I...am actually not sure that's true. I think a bomber full of Tempests will do more raw damage than a bomber full of Cyclops. Though I could be wrong as shockwave damage needs to be accounted for.
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To be fair, the total sum of damage you can do with a bomber's full load of tempests is still probably less than with cyclopses. And I'd rather take a bit longer to blow up a capitol ship than dick around with a rearm ship.
I...am actually not sure that's true. I think a bomber full of Tempests will do more raw damage than a bomber full of Cyclops. Though I could be wrong as shockwave damage needs to be accounted for.
Actually you're right, assuming my estimations are accurate. my bad (In my defense, I don't have access to table files in school labs and the wiki doesn't show missile size) Not sure how the engine deals with shockwaves and capitol ships when the cyclops actually impacted the ship, but I doubt that would make a significant difference, or at least a reliable significant difference. Suprising, to say the least.
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Shockwave damage definitely impacts capships, and significantly. We discovered this when setting up the various tactical abilities in the BP2 capship command mission. The active armor spell was supposed to reduce bomb damage by 2/3rds; but instead it only cut it by about 1/3. We realized this was because the bomb's direct impact was dealing the 'Bomb' damage type, which was reduced by the active armor, but the shockwave had no damage type specified and thus was still doing full to the player's frigate.
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To be fair, the total sum of damage you can do with a bomber's full load of tempests is still probably less than with cyclopses. And I'd rather take a bit longer to blow up a capitol ship than dick around with a rearm ship.
I...am actually not sure that's true. I think a bomber full of Tempests will do more raw damage than a bomber full of Cyclops. Though I could be wrong as shockwave damage needs to be accounted for.
Actually you're right, assuming my estimations are accurate. my bad (In my defense, I don't have access to table files in school labs and the wiki doesn't show missile size) Not sure how the engine deals with shockwaves and capitol ships when the cyclops actually impacted the ship, but I doubt that would make a significant difference, or at least a reliable significant difference. Suprising, to say the least.
The wiki (http://www.hard-light.net/wiki/index.php?title=Weapon_Comparison_%28FS2%29#Secondary_Weapons) has everything! :(
Note that missile damages (without shockwaves at least) are actually twice their listed value because of the impact+explosion. I dunno whether shockwaves are different.
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Well if they're all double (or all not double) then the Tempest does have a better DPS/DPUS than the cyclops.
The only case where the cyclops is better than the tempest is if the cyclops's value should be doubled but the tempest not.
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I find Trebuchets mainly useful for anticapital beams. Mainly because designers rarely give me a bomber intercept mission alone and they try and force me to conserve of late.
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I'm 80% sure that shockwave damage is reduce the bigger the ship gets (cruiser/corvette/capital flags)
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I'm 80% sure that shockwave damage is reduce the bigger the ship gets (cruiser/corvette/capital flags)
Reduced, maybe, but still there, at least on bombs.
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Technically speaking from gameplay terms, Tempests can't take down a "huge" or "supercap" ship. The Cyclops has the advantage of the "bomb" flag. :nervous:
Not to mention bombs' ridiculously low shield damage (The Cyclops' multiplier in the tables is 0.02) that's there so bombs won't destroy fighters shooting them down. This makes them next to useless against shielded ships- a Mara I was fighting once took two Helioses and lived through it. Didn't survive the volley of Kaysers that came next though :D
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That makes me want to mod the tables now. It always bugged me that fighters could survive an explosion that can put a hole in a destroyer. And it would make those "avoid the shockwave" warnings mean something.
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well, the only "watch out for the blast" warnings I remember were from FS1 in reference to the Zod freighters in that cargo mission and the powerful Shivan bombs, back when the player still didn't have shields and shockwaves did do an insane amount of damage (and w.r.t. the Faustus cruisers with the huge blast, in which case they still do).
Would be an interesting change, though- It'd be nice to see a battlefield where the epic (and epic-looking, now) capship explosions actually felt powerful. The only time they affect us at all now are when we're in bombers and stay ridiculously close to a destroyer as it's going down.
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shockwaves are really ineffective against sheilds. shooting down bombs in the galatea escort mission before you had them was insta-kill if you got caught in the blast.
i'm really fine with it anyway, since there really shouldn't be shockwaves at all.