So the wiki needs a good article on missiles.
Can people start posting in this thread links to various posts on it, their own comments, ideas, thoughts, all that good stuff.
Basic/newbie version (what does what, how to use them, range/speed, when to use what)
Advanced/vet version (all the evil details)
Wiki Missile List Jul 2009
Cadet Missiles Dec 2010
Wiki Article On Missiles
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BillyBishop
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Last edited by BillyBishop on Sat Apr 14, 2012 10:16 pm, edited 1 time in total.
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BillyBishop
- Posts: 476
- Joined: Thu Sep 02, 2010 7:52 pm
- Location: Calgary Montreal Vancouver (depending heh)
This specific post for stuff latter.
{Post below}
{Post below}
Last edited by BillyBishop on Sat Apr 14, 2012 10:12 pm, edited 1 time in total.
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Spunkmeyer
- Posts: 2013
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- Location: Contact me regarding: CC, Slayer and AllegWiki.
I think most everything is well-known by now but a couple of finer points:
Missiles have a launch speed which is added to the launch vehicle's speed, then they accelerate at a set rate until their lifespan expires. This determines their range which means the launch vehicles speed is part of the range of the missile. For a target that's closing in you can fire beyond the maximum range. More importantly, if you increase your speed just prior to launch, you will increase the maximum range of the missile, greatly increasing chances of hitting at near-max-ranges.
(edit: gotta word this better)
Lock indicates the quality of the targeting mechanism. A missile with 100% lock will always lead its target perfectly as the target changes direction and speed. A missile with less than 100% lock will "fall behind" as its target moves, tracking less than perfectly to a point behind the target. If the target isn't expected to maneuver, achieving 100% lock is unnecessary.
No lock missiles move towards where the target is, NOT where the target is heading. In other words they will always fall behind when they try to track a target.
Missiles are not affected by minefields.
Probably need sections on mounting time & arming time and why you need to know the travel distance meanwhile, signature considerations, quicklaunch missiles, rockets, shooting down missiles, missile to missle collisions...
Missiles have a launch speed which is added to the launch vehicle's speed, then they accelerate at a set rate until their lifespan expires. This determines their range which means the launch vehicles speed is part of the range of the missile. For a target that's closing in you can fire beyond the maximum range. More importantly, if you increase your speed just prior to launch, you will increase the maximum range of the missile, greatly increasing chances of hitting at near-max-ranges.
(edit: gotta word this better)
Lock indicates the quality of the targeting mechanism. A missile with 100% lock will always lead its target perfectly as the target changes direction and speed. A missile with less than 100% lock will "fall behind" as its target moves, tracking less than perfectly to a point behind the target. If the target isn't expected to maneuver, achieving 100% lock is unnecessary.
No lock missiles move towards where the target is, NOT where the target is heading. In other words they will always fall behind when they try to track a target.
Missiles are not affected by minefields.
Probably need sections on mounting time & arming time and why you need to know the travel distance meanwhile, signature considerations, quicklaunch missiles, rockets, shooting down missiles, missile to missle collisions...
Last edited by Spunkmeyer on Sun Apr 15, 2012 4:11 am, edited 1 time in total.
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