I liked the old system where you were intended to ration your missiles. First it was limited missiles per ship per battle. Second it was unlimited missiles but you choose your rank, perhaps on cost. Then it became unlimited Mk.III missiles. I’d seen numerous times where a player hit me with four or five missiles but nothing else in the death recap. Now it’s weird. The first change “could” be because of programming and balance issues. The second change because of module and loyalty changes. But now I feel like it’s best to return to the pay per missile system. In any case, for missiles such as energy neutralizing missiles and slowing field missiles, pay per use is best.
As a side note, has anyone else noticed a nerf to missiles? They seem to guide worse than before.
But now I feel like it’s best to return to the pay per missile system.
As a side note, has anyone else noticed a nerf to missiles? They seem to guide worse than before.
‘clips’ are easier on the servers though. less items to keep track of. also, i outlined a method above to achieve the same effect, at least in principle.
the nerf to guided missiles was in one of the 0.9x patches.
Was not using recon as much as I used CO, but after this patch … So I did not know exact count of mines by hearth.
Didnt open the game to check.
And I agree : You start with full arsenal, but your charge timer do not start for 60 sec even if you unload all your missiles.
Meaning if you unload your nuke 1 sec after match start you get 120+59 sec.
You die - you lose your cartridge, you survive for 60 + recharge time for 1 missile and you get a rocket on your disposal. And if you survive long enough you get missile every X sec.
To be accumulated or just recharge once they are deployed - idk.
Also - make that “Missile Pylon” reduce the missile recharge times, so it will not be useless.
The only people who use that are the people, who are forced to have it because they bought new ship and had nothing else to put there.
Like I care if I will shoot my missile every 2 sec or 1.8. I need to turn before shooting and align anyway. I rather have any other hull module instead.
Also - make that “Missile Pylon” reduce the missile recharge times, so it will not be useless.
The only people who use that are the people, who are forced to have it because they bought new ship and had nothing else to put there.
Like I care if I will shoot my missile every 2 sec or 1.8. I need to turn before shooting and align anyway. I rather have any other hull module instead.
If the Devs choose to mantain this missile system, then we have 2 solutions to make it more bearable:
First and foremost, the one you proposed, the Missile Pylons making the time to refill the clip to be shorter, that would be a good change, and will give us more tactical choices. Those that want to use more missiles and more often, will be sacrificing hull resistances/volume but will be receiving something worth for it, instead of that puny reduction in “missile reload” that we have right now.
The second idea is giving the Engineers a new “aura”, one that works reducing the time it takes to refill the clip for his teammates. Won’t be OP because it will have a regular range as the other auras and a coherent reduction (not a crazy number like 50%, no, more like 5/7/11/15 or something like that in the different Mk levels), and I don’t think it would be gamebreaker nor nothing because if the actual missile system is trying to reward those that survive longer, then this way they will have one more reason to mantain themselves and their Engy alive.
Yeah, that was annoying, Crus used to have like 7-9 minefield slots xD
The Machete used to have a similar amount of minefields.
The second idea is giving the Engineers a new “aura”, one that works reducing the time it takes to refill the clip for his teammates.
IMO engies already have enough things to worry about. Triple auras, double remote stations and two engineer buildings: that’s already a lot. Too many modules, not enough engies.
If the Devs choose to mantain this missile system, then we have 2 solutions to make it more bearable:
First and foremost, the one you proposed, the Missile Pylons making the time to refill the clip to be shorter, that would be a good change, and will give us more tactical choices. Those that want to use more missiles and more often, will be sacrificing hull resistances/volume but will be receiving something worth for it, instead of that puny reduction in “missile reload” that we have right now.
The second idea is giving the Engineers a new “aura”, one that works reducing the time it takes to refill the clip for his teammates. Won’t be OP because it will have a regular range as the other auras and a coherent reduction (not a crazy number like 50%, no, more like 5/7/11/15 or something like that in the different Mk levels), and I don’t think it would be gamebreaker nor nothing because if the actual missile system is trying to reward those that survive longer, then this way they will have one more reason to mantain themselves and their Engy alive.
I think Missile Pylons (And forgot to mention the Jericho implant) should do.
Auras … Maybe, but not for the engi. Maybe a command or guard. Maybe guard (do not flame me, it is only logical …) But still I like the Missile Pylon/implant more.
So, Antibus, missile clip cool down start upon death (after using at least one), is it a bug or intentional, because on Russian forums it sounds like it is intentional, but now judging by Kotory response in a bug section, it made me think it is might be a bug. Witch is it?
So, Antibus, missile clip cool down start upon death (after using at least one), is it a bug or intentional, because on Russian forums it sounds like it is intentional, but now judging by Kotory response in a bug section, it made me think it is might be a bug. Witch is it?
Seems I didn’t say it clearly enough, my bad. It isn’t a bug, it’s an intentional.
And it will be changed in the next patch as your can read on Russian forum here.
I thought Antibus left a comment on English forum.
You know, it’s kinda sad now that I think about it.
Before the missile-clip update I was in such a hurry to unlock the Tiger-M because it had 2 homing missile slots that could hold 13 missiles combined, and I had planned to use kinetic missiles on both of them, rapid-fire plasma for the main guns, and missile pylons to make it a freaking missile boat.
I managed to get the Tiger just before that update, and now my whole reason for grinding for a Tiger-M is… well it’s gone. Because now any ship can fire as many missiles as they want in a match, and each clip has an identical number of missiles.
I don’t know… I just see more and more variety going away with each patch in favor of cookie-cutter ships. It makes me sad.
That would be a very drastic change, imho. With mechanics like this any average player will have at least some ammo all the time. Thats basically going from 120 second with zero ammo to always having some ammo. I think there has to be a downtime, it forces people to think. Even, hypothetically, if something like this to be implemented, at least 60 second downtime and then start charging ammo 1 by 1
no it would not be drastic
it would mean, that if you have a nuke, you still have to wait 100%, mines 50%, shoot a rocket (1/12th)
it would also still mean, most of the respawns have some short cooldown left - like now - but firing a single shot could maybe even mean no feelable recharge at all.
also only, and only, if you died with still some ammo on. 30 sec minimum time sounds enough in this scenario. that would mean, if you lay one proxymine, you wait 30 instead of 24. laying two mines is already 48. and so on.
edit: or - just respawn with the remaining, which is fine too
What about the HUD changes btw. Have you considered and decided if you turn it back to normal? (Read: Putting the active modules above the special module like it was before)
What about the HUD changes btw. Have you considered and decided if you turn it back to normal? (Read: Putting the active modules above the special module like it was before)
Because its still confusing and annoying.
Whats wrong with new HUD? Except for weapon mob being way out of its place? Maybe ability to add more contrast to targeting boxes around enemies.
Whats wrong with new HUD? Except for weapon mob being way out of its place? Maybe ability to add more contrast to targeting boxes around enemies.
Its inconvenient. It forces you to “read” a line of symbols, while in the old one you were able to see them instantly. Dont know how to describe it better.
And I really dont get it, why they changed an working and good alignment of symbols. Its confusing, especially for those with 1k+ battles, who were used to it!