I still think going to back to the original missile system was best,
The problem with rearming when its empty is that penalizes good players that survive longer in battles, they will have to wait forever to have missiles ready.
Why would it penalize them ? they would have the same delay than those who die. those who die keep the ream delay (as it currently is).
I still think going to back to the original missile system was best,
I’m not that old in this game, but I still remember octopus on a ceptor 
I’m not that old in this game, but I still remember octopus on a ceptor
And Minefields on Guards 
And Minefields on Guards
Yeah, that was annoying, Crus used to have like 7-9 minefield slots xD
I would love to have 7-9 mines on my LRF ! Carrying 2 is not enough…
Minefields…who needs minefields? My Crus was a nuke boat :Dwop back when nukes could still hurt your own teammates. It actually took a little bit of skill and luck back then to successfully hit the enemy with your nuke but not your own team.
Federation Guard + Nuke = Tactical Nuking Scouadron.
Yeah proximity mine+minefield on a CovOp. Thanks god, no more
I met a guy who left the game after his Strong couldnt carry 7 nukes anymore xD
Actually…the missile system ugh…I. AM. DISAPPOINT.
do cartridges also reload if i die without firing a missile?
honestly, i also expected after reading the patch, that the reloading would only be unstoppable, but still just kick in after you empty your cartridge (which makes sense for big weapons, which are usually a few, like mines and nukes)
and you just respawn with the rest of your last cartridge
since i always try to wait out the reload, it’s kinda okay for me; but being forced into reload just because you get instagibbed after firing your first rocket is still a downer. could it not at least be scaled to the percentage you had left in the logging screen (i mean if you had still ammo left)? would seem fair.
Simple noobfriendly cartridge :
Fighter missiles = 6 = reload 1 every 20 sec.
Interceptor guided = 8 = 1 every 15 sec.
interceptor unguided = 12 = 1 every 10.
Nuke = 1 every 120 sec.
EM torpedo = 3 = 1 every 40 sec.
etc.
Simple noobfriendly cartridge :
Fighter missiles = 6 = reload 1 every 20 sec.
Interceptor guided = 8 = 1 every 15 sec.
interceptor unguided = 12 = 1 every 10.
Nuke = 1 every 120 sec.
EM torpedo = 3 = 1 every 40 sec.
etc.
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
Simple noobfriendly cartridge :
Fighter missiles = 6 = reload 1 every 20 sec.
Interceptor guided = 8 = 1 every 15 sec.
interceptor unguided = 12 = 1 every 10.
Nuke = 1 every 120 sec.
EM torpedo = 3 = 1 every 40 sec.
etc.
Lets not forget those damn prox mines.
I still remember the time when one of the T4 jericho ints had three separate missile slots, allowing you you spike one target with 5 missile volley and two small missiles at the same time. That was hilariously broken OP, though you could only use that once per game as one of the slots only fit one missile and back then missiles didn’t reload once you ran out.
“Hello mr. full shields and health imperial fighter. Your emergency barrier looks all sexy with those green colors!”
That would have been insanely messy.
But still, i would prefer then limited missiles per battle, give twice as much for example and then it runs out.
Judging by the stats of the sole dev I have on my follow list, the devs don’t play enough to understand.
also, on the missile issue:
i really don’t see how it can be improved beyond simply allowing the player to keep his missile after death.
probably, that’s how it should be… but also, it should probably reload 1 missile every xx seconds (where xx is 120 secs divided by the clip size) while waiting for a respawn.
however, that’s not possible, because of the way clips are ‘bought’. there’s no way to ‘buy’ a single missile.
but HONESTLY? that’s the only way to avoid scenarios in which you respawn with a single missile, and then have to use it before waiting for a 120 sec cooldown where you have no missiles.
reloading missiles 1-by1 out in the field is probably bad for strategy. it would be too easy (well, maybe if the timer were increased to 180 again. or higher, it might work, but not at 120). but time spent in respawn (hangar) should probably reload your missiles 1-by-1. (or at a very minimum start the reload timer when you die, not when you respawn)
technically, you need either individual missiles (no clips), or a way to automatically ‘pay for’ a single missile when it is reloaded during respawn.
otherwise, you’re left with one of the two problems mentioned above…
although, respawning with 1 missile isn’t really such a huge issue. that’s the same way it was before 0.8 i believe. eventually you’d just run out of missile completely (no reload). so probably allowing the player to keep missiles on respawn should solve the issue.
also, you can take it a step further: add a variable which keeps track of the total player respawn time (sum) since their last clip was reloaded. when it comes time to reload their clip, subtract the time they spent waiting for respawn from their new reload timer. in effect this does what i mentioned above by allowing your respawn time to count towards your reload timer. essentially, if you use your missiles sparingly and don’t spam them, you won’t be punished for it.
edit: was also thinking about the gold sink implications. before, you’d die and have to pay for another clip… now after you die, you have to wait 120 secs, which means less credits/gold are being spent per hour on missiles. if you allow players to keep missiles upon respawn it will lead to an even lower rate. which probably means missile prices will go up ;o i guess lowering the timer from 180 to 120 secs levels that out a bit though.