Jerico missiles should friendly fire

So no one can just blow one up in their own face. 

Uh, they do.

Well I stand corrected then. 

If you’re humping me in an interceptor it’s worth the damage to self, especially since I have ways to regenerate and repair that interceptors don’t. In short it’s one of my few defences against someone humping my back end and I WILL use it.

Oh absolutely,y other fab inty defence method is firing a cruise missile that flys off unit space and comes back to kill inty. Always priceless.

The funny thing is, I think I’ve been TK’d more with Guided Missiles than I have been killed with them by the opposing side.  Hah, in fact I know I was TK’d twice last night while I was brawling on a beacon.  During one arcade mode game (the beacon tug of war one I believe it was), I was brawling with an inty and one fighter on the center B beacon.  Since it’s wasn’t a “hostile” missile I didn’t get the “incoming missile” warning, so I assumed it was just passing by right?

 

Wrong…all of a sudden I hear not one, but two missiles go boom followed shortly by a third boom (me).

 

That first one I laughed off, but when it happened a second time, I thought “damn they need to get their $#!% together”.

 

Moral of the story, the Guided missiles are incredibly strong and potent and relatively balanced, but I’ll be damned if they aren’t the most pug unfriendly weapon in the game.

They should probably add a warning that explosive damage does friendly damage somewhere on them, that should cover most the issues as I think most don’t realize it, the actual blast radius isn’t huge so it’d become less of a problem that way. As far as friendly damage I try to only damage allies if it’s a situation where the enemy is outmaneuvering an ally who has become defenseless to their attacks and I think I can take out the enemy while the ally survives, usually saving allied frigate situations, I’ve had other allied frigates do the same to me and I’m glad they do.

I’d like to see some of the area explosive effect reduced, but if I get a direct hit then they should get more damage.  It’s a challenge to hit with them and the reward should be worth it without killing others.

 

I’d like to see the torpedoes not explode at the end of their journey, too.  Use it or lose it.

I’d like to see the torpedoes not explode at the end of their journey, too.  Use it or lose it.

That makes little sense, you could manually blow it anyways, as a Technologist I think we’re competent enough to auto detonate when our missile runs out of fuel.

I am not sure the Jericho cruise missile actually damages allies.  I squadded with a buddy of mine, and fired a cruise missile at him during the start of the battle to test.  He received zero damage. I think people are mistaking “friendly” explosions for actual hostile cruise missile explosions because it is often difficult to tell when there are multiple sources of damage coming in.

 

Alternatively maybe the zero damage from testing at spawn is just some anti-TK measure.  Need more testing to know for sure. Next time, I fire at my buddy when he is at a cap point alone to test.

I am not sure the Jericho cruise missile actually damages allies.  I squadded with a buddy of mine, and fired a cruise missile at him during the start of the battle to test.  He received zero damage. I think people are mistaking “friendly” explosions for actual hostile cruise missile explosions because it is often difficult to tell when there are multiple sources of damage coming in.

 

Alternatively maybe the zero damage from testing at spawn is just some anti-TK measure.  Need more testing to know for sure. Next time, I fire at my buddy when he is at a cap point alone to test.

Pretty sure there’s a grace period right after spawn, I have seen and tested the same, later on in the battle though I have seen them damage allies. That or I’m going insane, which is possible.

They should probably add a warning that explosive damage does friendly damage somewhere on them, that should cover most the issues as I think most don’t realize it, the actual blast radius isn’t huge so it’d become less of a problem that way.

It’s just slightly less or slightly more (50m in each case) than half of the radius of the tactical nuke at T3 and does about half the damage. Considering the fact that the nuke was apparently deemed powerful enough that it was made to only travel 150m after being dropped to balance it I think it’s safe to say that the 450/550m blast radius is a bit to large for a missile that has at least 10k range (some skills make it further?), is manually guided and can be detonated at will.

 

Pretty sure there’s a grace period right after spawn, I have seen and tested the same, later on in the battle though I have seen them damage allies. That or I’m going insane, which is possible.

I’m absolutely positive it has friendly damage, not only have I taken damage from torpedoes that arrived with out warning or that I saw came from the direction of friendly, I’ve also blow one up just after firing as a last ditch effort to kill a fighter when I was playing around in a Jericho frigate, I did kill the fighter but I also took myself out.

 

 

I like the idea of the ability, but I do think that blast radius has to go way down. That said, we know that the current frigate abilities may all be redesigned/replaced as the devs seem to want frigates to be more support ship and less snipers, in that case maybe it should be moved to a limited use missile with the same specs. That would put an ammo limitation on it which would help balance it if it kept its stats or even got stronger, guess you could put charges on the ability it self as well though. It’s a nice weapon concept, would be a shame to lose it completely.

There’s a big difference between them and nukes. Nukes are an entirely different weapon that serve a different purpose. Nukes by all measures are almost designed as a “from the grave” weapon to defend against an overwhelming onslaught on something like a cap point. It’s like comparing apples to oranges they serve entirely different purposes. Beyond that nukes are by all measures a crappy weapon so to list them like they’re anything else is silly. Just because they’re named nukes doesn’t make them amazing. I still have tier 1 nukes that I don’t even consider worthy of being launched simply because any situation I get into requiring them to be launched indicates a total failure of tactics on my part and is going to result in my death one way or another in place of something that can actually help me win a battle.

Nukes require you to actually try to get yourself into a really stupid position, they’re like a novelty weapon.

Pretty sure there’s a grace period right after spawn, I have seen and tested the same, later on in the battle though I have seen them damage allies. That or I’m going insane, which is possible.

 

yeah you are right.  i tested again, pegged him at capture beacon and took off his shields completely.

T1 fed implant reduces explosion dmg by 40%.  From my experience this seems to include Jericho missiles too.

T1 fed implant reduces explosion dmg by 40%.  From my experience this seems to include Jericho missiles too.

It should, but keep in mind it’s hull only so shields will still suffer.