Quickfire Missiles

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Vortrog
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Post by Vortrog »

Compellor wrote:QUOTE (Compellor @ Jul 9 2009, 02:03 PM) I'm not entirely sure I understand what you're asking for, but here goes.
For my benefit, it was really to see how much of a difference no extra missiles would make to a dogfight between a Adv fighter and int. From the table, I would say a 20% perk to damage would make them more useful (ie 3+ racks for a heavy int no guns.....or guns plus 1.5 racks assuming you will last to fire of that many). That extra softening up power is critical in a head to head fighter vs int fight, especially when you know you wont be holding on to your kb especially if you are using QF's (as QFs are considered the NO SKILL missile and no skill pilots should be punished). heck, and there is skill in boost orbiting a fighter and shredding it with Mini2+? :P

Considering you will likely still lose to a heavy int of equal skill, you would have done enough damage to force a bugout, or make them an easier kill for the next fighter. Mortality will still be high for the fighter.

This damage perk is preferred vs extra missile loadout...which although may give a similar damage result, means you still have to find the time to fire off the additional ordinance....and most likely you will be dead before then.

The damage increase must be greater than 10% and no more than 20% from this table. Due to time to launch, my opinion is that although a good option, in practice the additional missile per rack will never get the chance to venture out of the launch tubes, but rather end up floating in space with the rest of the pieces of your fighter. Being cheeky, Id go for 15%, it means you still have to use guns, but get a little help. This also makes carrying CM's more important as a scout or an INT.
Last edited by Vortrog on Sun Jul 12, 2009 11:42 pm, edited 1 time in total.
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lexaal
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Post by lexaal »

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Last edited by lexaal on Mon Jul 13, 2009 12:13 am, edited 1 time in total.
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Adept
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Post by Adept »

I disagree Vortrog. Going through a clip of QFs with full lock is incredibly fast, and having 1 extra missile per clip wouldn't mean you don't get to fire it. Far from it, I feel.
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Vortrog
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Location: Sunshine Coast, QLD, Australia

Post by Vortrog »

Ok Adept...so my assertion needs more backup.

I will try to model over the weekend and then I have a firmer basis to discuss further.
Alternatively someone else can:

How long does a heavy int with mini2 PW dmg1 take to kill a ADV fighter with shield2, hullGA 1? this will tell you how much effective time a fighter has to launch missiles

vs

How long does it take a Adv fighter to kill a heavy int with gat2, QF2, Missile dmg1. What is the time to fire each rack off, plus reload time = total time.

Based on 100% missile and weapon hits, and considering lock and reload times.

I think the No. of missiles per rack issue could be clarified for me in this riddle.
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Lt_Duong_
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Location: Melbourne, Australia

Post by Lt_Duong_ »

This is where the magic solution is to carry multiple racks, leaving only a little ammo left and thus turning your fig into a one trick pony that I daresay, is excellent against hvy ints. Mount all disruptors and QF and you will easily beat any other shielded fig, as you strip the shields and rape the hull with QF. These always work because extra CM is not often carried.

Based from my observations (1 rack), if most of your Qf2's land in a one on one, head to head engagement you have a pretty good chance of winning if you're shooting from ~1000m. By then you should have ripped 1/3 to 2/3rds of his hull, leaving the gat guns to do the rest of the work as he enters minigun range. Assuming the hvy int is a competent pilot, then he will pod you with just a little 5-10% hull left on him.

Here, Dorjan comes to the rescue and finishes the int off with some more QF2 :iluv:

QF2 doesn't need damage perking, it simply needs more use. However, I don't mind the extra capacity.....
zombywoof
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Post by zombywoof »

That's all well and good, but they're still no DF, and you're still DMing heavy ints in your fig.
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snufkin
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Post by snufkin »

i think qf is just fine.
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Adept
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Post by Adept »

phoenix1 wrote:QUOTE (phoenix1 @ Jul 14 2009, 01:40 PM) That's all well and good, but they're still no DF, and you're still DMing heavy ints in your fig.
Sometimes one has to. You are sup, enemy are exp, and they try to camp your base and int bomb. You need to break the camp.
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Drizzo
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Post by Drizzo »

I'm sorry guys but the missile you need to be looking to fix is Seekers right now. They're a joke.

in a 1v1 Fig vs Fig scenario, QF beats seekers.

in a 1v1 Fig vs Int Scenario, QF will give you the leverage you need to pod an int, if you have the brains to know how to fly your fig properly, Seekers will not.

in a 1v1 Fig vs SF scenario, QF > Seekers.

If you want to "lol" at that or you think I'm wrong, I welcome to take a ship of your choosing and you can attempt to take out me when I'm using a fig toting QFs.

In combat, in allegiance right now, the only missile better than QFs are dumbfires vs bombers and people that fly straight at you, or if you're one of the like 3 other people who know how to make a dumbfire hit someone.

Don't ask me for numbers, I make my points from experience.
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Compellor
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Post by Compellor »

I agree that seeker1 is a complete and utter joke: 2 seconds to reach 75% lock compared to 1.1 seconds for seeker2. Seeker 2... the only thing I really dislike about it is when I have five of them, and I can't just go and instant-swap to a different missile. Which of course makes QFs the better choice for dogfighting, but I do sometimes use seeker2 vs fighters and scouts, and if I run out of dumbs I'd rather have seekers than QFs against util. Also, not much point in mounting QF on a scout, but I'd rather have a pair of seeker2 than a pair of dumb1 most of the time.

Also, we already had a thread on seekers last year, which resulted in moving Seeker3 to Adv sup. I know I use them when they're available... which still isn't very often. QF3 is murder, but it's in starbase.

Aside from seeker1 being such a joke, I'm not sure if missiles really need buffs/nerfs, I guess I just like making tables.
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