More Missiles Please.

Star Conflict Masters of the Universe:

 

My favorite weapon in star conflict is dumb fire rockets.  Specifically piercing missiles and firestorm missiles.  Both require a degree of Skill and practice to use.  They have their upside - if you fire it correctly you wont miss. (missile lock break)  And they have their downside - if you miss thats it.  They wont come back to hit your target (cruise missile or EM missile). I would really like to see more of these types of missiles available.  I believe it would positively add to the game play and diversification of builds in the Star Conflict Universe.

 

Yes all interceptors have access to piercing missiles, all frigates have access to Torps, but not all fighters have access Firestorm.  This is not a problem and makes sense.

 

There have been numerous additions to main weapons (summer weapons). And because of this it feels like missiles have been left alone for a long lonely time. It sure would be nice to see a more diverse selection of missiles. Having more rockets for fighters, Heck, giving a frigate a rocket rocket pod that spews out in-accurate rocket fire in a burst.  That would be used for close range barrages could be really cool.

 

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Some times it nice to have a missile system that requires skill to use and not just the easy: lock: fire.

Would be nice to have some ships with more missiles, or a mod that adds more missiles.

 

 

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Some suggestions: 1) laser guided missiles (like flux phaser).
2) a wall of small missiles (like a shotgun).
3) 2 missiles comming out together (at the same time or one after the other).
4) a pair of 3 missiles per side being shot real quick with engines off (or at low power so they barely advance), after a second or so engines turn on and chase the locked ship with very high speed and very low turning rate.

A dumbfire missile that explodes (right click secondary trigger or max range) releasing many clusters that home on the nearest target. 3 per cartridge, longish reload

Dumbfire missile dealing area damage upon secondary trigger. Long reload, 2 per cartridge.

Returning dumbfire plasma arc ball dealing em damage up to 2km away then returning to ship also dealing damage. Relatively slow speed, looks like rabid, slow reload, 4 per cartridge

Thank you guys! We like your ideas and we like explosions :006j:

Here’s my suggestion: a BOOMERANG MISSILE :smiley:

Here’s how it would work. It is one shot kinetic projectile for fighters, that is reusable. You fire it and after its max range it returns in a direct line to your ship, after turning. This means that if you change position after shooting, the outgoing and return trajectories are not the same! It can hit a target both while outgoing and coming back.

If it hits a target or structure then it deals damage and has a long cool down (30 sec?). If it misses and return to your ship then it has a short cool down (6 sec?). There is therefore no cartridge mechanism required.

It is dumbfire and a kinetic projectile, so I would recommend it having a relatively high velocity.

Oh I just read rennie’s last suggestion. Oh well, same basic idea but not exactly the same. I didn’t write all that for nothing ^^

I would also like a mini anomaly generator for fighters. I love it’s mechanism, but I hate flying guards, so it’s a shame…

I would also like a mini anomaly generator for fighters. I love it’s mechanism, but I hate flying guards, so it’s a shame…

 

I’ve study this possibility, but a little bit different.

 

Laser Anomaly : génerate a pointing Laser beam who deal several dammage. Like the anomaly generator, but without area effect.

 

damage type : thermal

damage amount : 6000

speed : 7000m/s

range : 8000m

ship class : Fighter

Minimum tiers : 3

 

It will be like a mini desintegrator.

 a wall of small missiles (like a shotgun).

 

That would be really cool on a guard.  Like the heavy overlord that’s designed for close combat.

 

Fighter Missile System Suggestion :

 

Name:Minuteman

Description: Dumbfire missile that fires a single rocket out 300 ms then shoots like a shot gun 5 smaller missiles at twice the velocity.

Slightly unrelated, but I’ve been thinking of a new role of frigate lately. The frigate would be similar to an LRF in terms of durability, but has bonuses to missiles. It can also use LRF modules.

This ship role is unique in that instead of conventional main weaponry, the ship can equip two types of missiles for M1 and M2. Any class of missiles can be equipped, from interceptor rockets to frigate torpedoes and Octopuses. Therefore, the fitting options can be highly customizable: Kinetic and EM rockets for extreme punishment, or long range EM torpedoes and cruise missiles.

 

The missiles are mounted on large launchers located on top of the superstructure. Therefore, similar to coil mortars, a missile boat can fire volleys of guided missiles at _any extreme angle, _but cannot launch missiles at enemies underneath the ship.

 

Class: Frigate

Role: Missile Boat

Faction: Empire

 

Technical Level:  4 & 5

Ranks:  12 & 15

 

Bonuses:

Innate bonus to maximum missile range by 50%.

Available at 2 level: Missile velocity and turning speed increased by 20%

Available at 4 level: Missile and missile cartridge reloading sped up by 20%

Available at 8 level: Hull resistance to kinetic damage increased by 27 points

 

Special Module:  LF-9 Automatic Speedloader

Upon activation, reloads missile cartridges to maximum capacity after a delay of 2 seconds. Cooldown: 85 seconds.

 

Active Modules: The active modules would be LRF actives, but instead of Tachyon and Overcharge modifying the next F special shot, they would modify the next _missile _shot.

 

Targeting Info:  Obviously, the targeting reticle for these frigates would have to be modified to allow for accurate rocket targeting. Perhaps if a rocket was loaded into the M1 slot, we could modify the reticle for it.

 

Rationale:

Why Empire? Well one, it’s a modified LRF. Also, this would have some balance, as some people would want to put endless amounts of Missile Pylons on this ship. An Empire ship would have to sacrifice a large amount of its durability to use Missile Pylons, The frigate would literally become a glass cannon.

 

Why Frigate? Well, imagine a Fighter or Interceptor launching EM torpedoes all willynilly. That’s just silly. Hah, I rhymed there.

 

Why T4/T5 only? Because at those levels, mastery of missiles is basically required. And I really doubt pilots at T3 and below can utilize this ship to its maximum potential.

 

 

That’s all for now. Let me know what you guys think!

Slightly unrelated, but I’ve been thinking of a new role of frigate lately. The frigate would be similar to an LRF in terms of durability, but has bonuses to missiles. It can also use LRF modules.

This ship role is unique in that instead of conventional main weaponry, the ship can equip two types of missiles for M1 and M2. Any class of missiles can be equipped, from interceptor rockets to frigate torpedoes and Octopuses. Therefore, the fitting options can be highly customizable: Kinetic and EM rockets for extreme punishment, or long range EM torpedoes and cruise missiles.

 

The missiles are mounted on large launchers located on top of the superstructure. Therefore, similar to coil mortars, a missile boat can fire volleys of guided missiles at _any extreme angle, _but cannot launch missiles at enemies underneath the ship.

 

Class: Frigate

Role: Missile Boat

Faction: Empire

 

Technical Level:  4 & 5

Ranks:  12 & 15

 

Bonuses:

Innate bonus to maximum missile range by 50%.

Available at 2 level: Missile velocity and turning speed increased by 20%

Available at 4 level: Missile and missile cartridge reloading sped up by 20%

Available at 8 level: Hull resistance to kinetic damage increased by 27 points

 

Special Module:  LF-9 Automatic Speedloader

Upon activation, reloads missile cartridges to maximum capacity after a delay of 2 seconds. Cooldown: 85 seconds.

 

Active Modules: The active modules would be LRF actives, but instead of Tachyon and Overcharge modifying the next F special shot, they would modify the next _missile _shot.

 

Targeting Info:  Obviously, the targeting reticle for these frigates would have to be modified to allow for accurate rocket targeting. Perhaps if a rocket was loaded into the M1 slot, we could modify the reticle for it.

 

Rationale:

Why Empire? Well one, it’s a modified LRF. Also, this would have some balance, as some people would want to put endless amounts of Missile Pylons on this ship. An Empire ship would have to sacrifice a large amount of its durability to use Missile Pylons, The frigate would literally become a glass cannon.

 

Why Frigate? Well, imagine a Fighter or Interceptor launching EM torpedoes all willynilly. That’s just silly. Hah, I rhymed there.

 

Why T4/T5 only? Because at those levels, mastery of missiles is basically required. And I really doubt pilots at T3 and below can utilize this ship to its maximum potential.

 

 

That’s all for now. Let me know what you guys think!

that seems aaaaweeesome!!! (you got inspiration from my torp/em torp/missile pylon/missile implants (CD and dmg)/coils kraken :D) i would love seing big boom at long range :stuck_out_tongue: However i think that this ship would need faster missile reloading mechanism, not necesarily intra-catridge, but inter-catridge: in other words when you are reloading each catridge because it would take a lot even with all mods boosting reloading time.

Here are a few vids from MechWarrior Online with missile builds:

-Short range missiles, shotgun style (min 1:40 to 4)–>

-Long range missiles and streak missiles (min 2:10 to 6:30)–>

Note: in MWO SRM are dumbfire with high dmg but low range and arent that easy to aim. LRM require lock to follow targets (specially when they are about to hit), have a lot of distance to cover with a usefull arc to pass cover, deal a lot of damage but need some minimal distance to arm. Streak missiles are like small missiles in SC (low dmg, short range and good turn rate).

yeas more missiles! 

+1

 

Please add more missiles per cartridge for dumbfire missiles. Piercing/plasma missiles were fine with a cartridge of 12, 10 is a bit low of a count. Missiles may be a powerful weapon, but they were never overpowered with cartridges of 12. As for firestorms, they definitely need more than 3 sets per cartridge. They take a very high degree of skill to use, and 3 is much too few. I think 5 would be a reasonable number per cartridge (4 at a minimum).

 

That would be really cool on a guard.  Like the heavy overlord that’s designed for close combat.

 

Fighter Missile System Suggestion :

 

Name:Minuteman

Description: Dumbfire missile that fires a single rocket out 300 ms then shoots like a shot gun 5 smaller missiles at twice the velocity.

 

Also +1 to this suggestion. That would be a great addition, provided that it would be for all fighters.