Tach by default had countermeasures set to 30 I believe... which usually when you're pounding on the C key, you drop about 5 to 10 of them.
Larger ships, bomber class, etc... simply don't accelerate fast enough to do anything, and their top speed is very close to the missile speed. So there
countermeasures make sense. Respawing though gives you another 30 countermeasures... which I suppose is a acceptable offset when everyone else
respawns with more missiles.
The above technical info is helpful, I wasn't aware of the radius of turning equation.
Making them impossible to dodge isn't really my goal as honestly when you do manage to dodge them it's a "woooot I pulled it off!" moment...
I'm somewhat soliciting ideas on how to make them better because they just don't feel threatening.
I mean I don't run with countermeasures, but I also use a very small ship, good armor and shields, not great accl or speed - but I can out run missiles if I watch
my HUD for the warning lock. I can dodge em too if I pull that little trick I mentioned above.
If you increase speed, you're going to heavily impact the slow moving fighters.
If you increase damage, then missiles will become preferred over rockets, and more kills will be obtained per spawn reload. There you might have a unbalanced weapon that people will spam.
If you make them more accurate, then the same thing as damage may happen. few fired needed to kill. This would cut out the option of dodging, and make countermeasures necessary more often.
The last option seems to be the best of the three, but I'm thinking that a flak explosion might do the same thing with a chance to cause damage, encourage dodging, and generally make people
more afraid of messing with missiles.