Posted: Tue Jul 29, 2014 4:51 pm
Turkey maybe, Imago...neverDome wrote:QUOTE (Dome @ Jul 29 2014, 05:49 AM) Oh they'll be back..
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Turkey maybe, Imago...neverDome wrote:QUOTE (Dome @ Jul 29 2014, 05:49 AM) Oh they'll be back..
This seems entirely situational in my opinion, main reason being that one could cap a base as soon as it finishes building so long as they launch the missile while the base shields are down and while the con has either no escort or a podded escort. It feels more like an end-game tactic to me right now because of how weak NG Stealth Bombers are on their own. A few seconds is all the enemy team needs to launch from their new base, though, and even if the base is capped by the NG Stealth Bomber, the enemy could launch an attack that may end the game anyway.Elzam V. Branstein wrote:QUOTE (Elzam V. Branstein @ Jul 29 2014, 07:02 AM)I think the reason is because it's generally more cost-efficient to just blow the thing up.
Yet, even if their eyed, they aren't run out before the base is destroyed. The problem is that NG Stealth Bombers load MUCH MUCH slower than the normal stealth bombers do, leaving the bomber at risk after the other bombers are shot down (or even before they are), as well as wasting that $1000 investment and possibly giving it to the enemy team if they manage to pick it up. And even then, if the missile does end up going out the launch bay, its slow movement speed and high signature (250%) makes it an easy target to shoot down.Elzam V. Branstein wrote:QUOTE (Elzam V. Branstein @ Jul 29 2014, 07:02 AM)SB runs tend to get run out as soon as they're eyed, and even if you hide an SB with nerve gas while the others blow the shields, the pulse probes/scouts come out and the last guy usually gets spotted before he gets his shot in and then the shields might come up enough while the missile is traveling.
Indeed, the range on NG is 104m according to in-game statistics, HOWEVER, in game description also states that at a NG Stealth Bomber going at a speed of 80mps will bump the effective range of the missile all the way up to 744m. This is because of its minimal starting speed and extremely low acceleration. You would have to load it at the distance other stealth bombers load their AB because of the missile's slow setup time and shorter range.Elzam V. Branstein wrote:QUOTE (Elzam V. Branstein @ Jul 29 2014, 07:02 AM)I can't remember off-hand but doesn't nerve gas also have a slightly shorter range? ... According to wiki (CC3), the NG has a range of 104m.
This is what would happen if it were set up your way. Hopefully the zero starting speed doesn't imply that the missile is now just a wanna-be proximity minefield._xJammer_ wrote:QUOTE (_xJammer_ @ Jul 29 2014, 10:58 AM)I wonder how would NG work if the missile lifetime was bumped to 30 seconds, 0 accel, 0 starting speed, keeping the signature specs as standard.
Tested NG missiles on Rixian on my own for all information relating to this post, with all GAs researched. There may be some differences among other factions as well as differences in the stats above, specifically any signature readings I listed in response to xJammer. I'd be happy to see NG used more and hope to test it sometime today, maybe tomorrow since I have classes today.Djole wrote:QUOTE (Djole @ Jul 29 2014, 05:15 AM)Will you play with us to test it?
You are implying that ng sbs, should be as easy to use as regular sbs?_xJammer_ wrote:QUOTE (_xJammer_ @ Jul 30 2014, 05:45 AM) Archy the issue is that if you can pull off enough teamwork to make ng happen, you have enough teamwork to steamroll the other team with just pure sbs (without needing to cap bases).