Quickfire missles question
your just talking crap, you can fire DFs from much further out than their max range at some targets.Yanlin wrote:QUOTE (Yanlin @ Oct 7 2006, 03:33 AM) IT'S WORTHLESS IF YOU AREN'T IN CLOSE RANGE!
range plays no part (except when really close and you have the targeting delay to deal with), its just reletive movement.
DF's have a time and a place
seekers have a time and a plaace
QF's have probes, towers, stealth craft, and plas gens. other than that, QF's are a nerf to voobs /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
i didn't say it was for all the things... i only said that about foiling bombing runs
dumbs suck at turning... and if they didn't release counts... their fault
dumbs suck at turning... and if they didn't release counts... their fault

"Think of yourselves as a hand. Each of you is a finger, and without the others you're useless. Alone, a finger can't grasp, or control, or form a fist. You are nothing on your own, and everything together."
QF's work pretty well in close-range dogfights when DF's aren't likely to hit, especially going up against a good int pilot. If i'm flying an adv fig vs hvy ints, I'll load QF3 and take off half an int's hull with a rack...not super efficient, but better than nothing, and better than being dead. Pair lots of QF's with dis3's to watch lots of things go boom!
FEAR MY PERPENDICULAR FIRE!Falnyx wrote:QUOTE (Falnyx @ Oct 7 2006, 12:28 PM) Pair lots of QF's with dis3's to watch lots of things go boom!
http://trololololololololololo.com/ <- This is the soundtrack to my life. Just FYI.
QF3, assuming your rack holds 5 and due to no faction/GA ups it does base damage (50x.85 vs hvy int) and int has base hull (750)... will do 212.5 damage per rack to the int, which is 28.3% of the int's hull. That's assuming all of them hit, which in a close-ranged dogfight.... probably won't happen, even with qf.Falnyx wrote:QUOTE (Falnyx @ Oct 8 2006, 05:28 AM) I'll load QF3 and take off half an int's hull with a rack...
Xeretov wrote:QUOTE (Xeretov @ Oct 29 2009, 01:24 PM) I feel a great disturbance in the Force. As if hundreds of voobs cried out for nerfs, and were suddenly silenced.
but that's still better than hitting 0 dumbfires.
QF's are good to use on your nan during bomb runs. Most scouts ignore the rack of missles they already have loaded and waste a perfectly good weapon. QF's let you snap off a quick shot that still has a reasonable chance of hitting even though you may be at a bad angle trying to hit swirling ints. QF's are also better because thier speed means that if you target the same enemy as the turrets, your missle will actually get to the target in time to help, instead of just killing the pod.
With belters you can load up a couple racks in cargo as you don't need the space for mines (some fuel too of course) so that you can really dig into the hulls of defenders flying right in front of you as they circle around the bomber. A group of Belt SF nans all doing this is beautiful to watch.
QF's are good to use on your nan during bomb runs. Most scouts ignore the rack of missles they already have loaded and waste a perfectly good weapon. QF's let you snap off a quick shot that still has a reasonable chance of hitting even though you may be at a bad angle trying to hit swirling ints. QF's are also better because thier speed means that if you target the same enemy as the turrets, your missle will actually get to the target in time to help, instead of just killing the pod.
With belters you can load up a couple racks in cargo as you don't need the space for mines (some fuel too of course) so that you can really dig into the hulls of defenders flying right in front of you as they circle around the bomber. A group of Belt SF nans all doing this is beautiful to watch.
Last edited by Adaven on Tue Nov 14, 2006 7:52 pm, edited 1 time in total.
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LOL at anyone using quickfires in a dogfight, to this date I don't think I've been hit by one. Or if I have it did so little damage I didn't notice it.
Also I almost never use countermeasures, so few people actually understand how to use missles that when you know how to fly you don't need cm. (The exception being against seek3 or hunter2/3)
My thoughts on the various options. (Assuming lvl 1 of each)
Dumb, Good cm resistance, Good damage, Average Hit Ratio (Assuming you know how to aim them).
Seek, poor cm resistance, Avg damage, poor hit ratio. (Too easily dummied by cm.)
Quick, poor cm resistance, poor damage, poor hit ratio. (Too easily cm'd, And most people fire them with 0 lock, just sidestrafe and they'll all miss.)
Hunt, poor cm resistance, Excellent damage, avg hit ratio. (Again too easily cm'd, and against sf most people spam cm.)
In essence, If I am able to hit a target with quickfires, I could also be landing dumbs on them... Guess which I prefer to be hitting them with?
Note about Dumbfires. Shooting them from extreme range (2k odd) with no lock is the same in terms of hit percentages as shooting them with full lock from medium range. (1k) To hit from 2k out your closing velocity needs to be in the vicinity of 200mps. (eg bomber doing 60mps you doing 140mps)
Also I almost never use countermeasures, so few people actually understand how to use missles that when you know how to fly you don't need cm. (The exception being against seek3 or hunter2/3)
My thoughts on the various options. (Assuming lvl 1 of each)
Dumb, Good cm resistance, Good damage, Average Hit Ratio (Assuming you know how to aim them).
Seek, poor cm resistance, Avg damage, poor hit ratio. (Too easily dummied by cm.)
Quick, poor cm resistance, poor damage, poor hit ratio. (Too easily cm'd, And most people fire them with 0 lock, just sidestrafe and they'll all miss.)
Hunt, poor cm resistance, Excellent damage, avg hit ratio. (Again too easily cm'd, and against sf most people spam cm.)
In essence, If I am able to hit a target with quickfires, I could also be landing dumbs on them... Guess which I prefer to be hitting them with?
Note about Dumbfires. Shooting them from extreme range (2k odd) with no lock is the same in terms of hit percentages as shooting them with full lock from medium range. (1k) To hit from 2k out your closing velocity needs to be in the vicinity of 200mps. (eg bomber doing 60mps you doing 140mps)




