I noticed when I first got a destroyer at r11 that if I use any weapon that’s not halo launcher and try to torp (photon) someone using the tracker I will usually miss. Also for gunship firestorm unless you are REALLY close and other unguided missiles.
Another tracker that is just a bit more faint and a different color I believe would be more ideal. Considering that we have this new gunship and even the best players miss (I was just wathing a vid of one of the best pilots in the game and he kept missing using firestorm which is why I did this thread).
The indicator is supposed to be a part of the hud on the ship so with the technology in place why would it be out of the question to have a unguided missiles indicator. Just make it more transparent so its not such a nuisance.
I really hate wasting my missiles so please some kind of indicator to be more accurate instead of guessing…
I even think a 3rd one for prediction indication would be ideal but there is already a lot on the hud but could be optional for each players preference…
Edit: Added ideal targeting image (rough draft)
I’m rather against it. Unguided missile deal much highier damage and beside EM torp they are close fight tool. Adapting to their speed is not difficult and rewards user accuracy like with Phaser’s big balls.
That could be said of many of the main weapons as well but there is still a tracker… Phaser explosive ball is another one I would like a indicator for.
Here is a VERY rough draft of what I had in mind:
The prediction means that if for example Sirius is doing a lot of rotation and you are shooting halo or well any weapon then you cant aim at the lead marker you aim a little toward the direction they are going.
Think about this. If you are building a ship in real life and are in a war IN REAL LIFE would you not be mathematically perfect about things. I think that for example the phaser should say how far its going in real time so that way you can calculate how far it goes. You see the beacon or guard sitting there and shoot the ball and know that they are sitting 3km away and wait for the numbers in distance to reach ~3km then explode the ball.
Its only ideal that accuracy be a part of this thing; it would be more interesting instead of just guessing; in what REAL world war do they just guess. Things are measured for exactness.
This is just my own view of it so I know a lot will disagree wanting an arcade game where others want a feel of realism mixed in too…
2 hours ago, xXConflictionXx said:
Here is a VERY rough draft of what I had in mind:
The prediction means that if for example Sirius is doing a lot of rotation and you are shooting halo or well any weapon then you cant aim at the lead marker you aim a little toward the direction they are going.
Think about this. If you are building a ship in real life and are in a war IN REAL LIFE would you not be mathematically perfect about things. I think that for example the phaser should say how far its going in real time so that way you can calculate how far it goes. You see the beacon or guard sitting there and shoot the ball and know that they are sitting 3km away and wait for the numbers in distance to reach ~3km then explode the ball.
Its only ideal that accuracy be a part of this thing; it would be more interesting instead of just guessing; in what REAL world war do they just guess. Things are measured for exactness.
This is just my own view of it so I know a lot will disagree wanting an arcade game where others want a feel of realism mixed in too…
Confliction, I see a straight problem here :
Giving destroyer players the greatest ability of accurately putting a straight EM torp in your face, each time.
Remember that this thing travels at 2000m/s.
Also, imagine someone able to hit the phaser’s ball each time, that’s a lot of AoE damage.
I’m against this. You just have to align your ship straight in the correct time. Missing one or 2 missiles of firestorm isn’t a big deal. You are already dealing a lot of damage.
What i see is that the biggest problem is ping: the higher you get, the more you will have to lead if you arent using the lead marker. For me its often better to aim towards the lead marker (when im using lasers, so no lead at all), than leading a bit: in the first case the unguided missile will be closer to the ship, in the second case it will fall behind (meaning i have to lead even more to hit just were i would if aiming towards the lead marker, that has no lead again). Getting a 2nd lead marker for unguided missiles would solve the ping issue…any further adjustment if the target is actively manouvering would probably make you miss under high ping.
You know, the Photon Emitter is actually guided, it has a 1 deg/s turn speed, not fast but at long ranges it does help, never wondered why you get the incoming missile warning whenever someone fires it at you? So imo unguided missiles don’t need a tracker if you know their velocity, for example, a Halo launcher with the Booster has roughly the same velocity as the Photon so it can act as a prediction for that too, but as I said, the Emitter has a bit of guidance so at long ranges it can adjust its trajectory just right. For other slow unguided missiles like the Plasma ones you should either try to fire it at targets that don’t move too much, or if you are an ECM you can use the classic Stasis-Somerocketthatdealsalotofdamagebutitsnormallyhardtohitwith(aka Doomsday), so to sum it up, it takes skill to hit with unguided missiles :V
Actually, you are onto something really good here, i always got annoyed by the marker coz whatever i do i cant help but to improvise the marker position when someone is dodging me on more than one axis, soo, a XYZ marker upgrade is in order ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)