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+?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.
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.







