Wow you guys are great, thanks for the responses! Definitely seems I should be using DF more than I am, and it's good to know that choosing not to use QF's was the right move (in most of your opinions). Also there was other great advice in there (I need to stop getting in gun range as a fig against ints!!!)
I still have one question though: when do I fire seekers (some of you are going to say never). One poster mentioned not firing them while moving at a right angle compared to your opponent or something to that effect? Like I said earlier, I generally just spam missiles as fast as I can get lock and hope to run them out of chaff. Thanks for all the help folks!
CobaltRed
*Waves to Grav
When to Use Seekers or QF's?
It depends on the missile. Seekers have better tracking than dumbs, but will still have a hard time hitting at speed at high angles. Evern LRM hunters will have a hard time hitting something at a right or high angle. The more dumb the missile, the more you have to be patient and fire at your target when it's either coming or going away from you. With dumbs you want to only be directly behind or in front of it, and even then it might miss if you're not careful.
Waiting for the lock is a gamble. The longer you wait for a seeker to long, the better the lock, but the more time passes. It depends on the situation. If your target is slow moving or stationary (like a miner), you can skip the lock. If it's moving fast, well you get the idea.
Waiting for the lock is a gamble. The longer you wait for a seeker to long, the better the lock, but the more time passes. It depends on the situation. If your target is slow moving or stationary (like a miner), you can skip the lock. If it's moving fast, well you get the idea.
Last edited by Kltplzyxm on Wed Apr 02, 2008 4:26 am, edited 1 time in total.
Trial and error helps. Get to know the missiles, play with them. Usually you want to fire a missile when the ships are either moving in the same general direction, are fairly close and moving around each other (say 500 - 700m) or if they are moving perpendicular (closing at each other). Otherwise, even high off bore sight missiles won't hit.
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forumCronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
You shouldnt spam missiles when one locks...
I think he means he is only locking the first one, and the rest he just lets loose lol
But yea, it depends on the situation.
fast target at a difficult angle = full lock
slow big target = partial lock
stationary target = spam them /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
I think he means he is only locking the first one, and the rest he just lets loose lol
But yea, it depends on the situation.
fast target at a difficult angle = full lock
slow big target = partial lock
stationary target = spam them /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Funny this, we were speaking about missiles tracking ect in game about a week ago and I went through all the values on ICE for the people in game.
Here are the values and the differences between qf3,seeker3,df3
QF 3
Damage = 50(.85% damage vs med hull, and .50% damage vs light/med shield)
Turn radius (ability to turn) = 10
Countermeasure Resistance = 1.4
Seeker3
Damage = 75
turn radius = 1.309
CM resistance = 1.5
DF 3
Damage =150
Turn Radius = 0.785
Countmeasure reisistance = 3
Here are the values and the differences between qf3,seeker3,df3
QF 3
Damage = 50(.85% damage vs med hull, and .50% damage vs light/med shield)
Turn radius (ability to turn) = 10
Countermeasure Resistance = 1.4
Seeker3
Damage = 75
turn radius = 1.309
CM resistance = 1.5
DF 3
Damage =150
Turn Radius = 0.785
Countmeasure reisistance = 3
Which basically means like iv'e always said is that although quickfires aren't the most damaging they are more likely to provide hits.apochboi wrote:QUOTE (apochboi @ Apr 2 2008, 09:55 AM) Funny this, we were speaking about missiles tracking ect in game about a week ago and I went through all the values on ICE for the people in game.
Here are the values and the differences between qf3,seeker3,df3
QF 3
Damage = 50(.85% damage vs med hull, and .50% damage vs light/med shield)
Turn radius (ability to turn) = 10
Countermeasure Resistance = 1.4
Seeker3
Damage = 75
turn radius = 1.309
CM resistance = 1.5
DF 3
Damage =150
Turn Radius = 0.785
Countmeasure reisistance = 3
If you dont lock them they dont seem to lead the target and instead just face them, wich means they almost hit you but not quite.
QF spammers are ez, often times one counter makes them all miss, or you get hit by the first, and the rest miss because they are unlocked
And thats comming from a hvy int pilot that gets gunned down by a scout nan /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
QF spammers are ez, often times one counter makes them all miss, or you get hit by the first, and the rest miss because they are unlocked
And thats comming from a hvy int pilot that gets gunned down by a scout nan /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />



