Quickfire Missiles

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FazzBumm
Posts: 417
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Location: Germany

Post by FazzBumm »

Why seekers cost the double of qf and df ? I normally use a combination of DF and seekers (based on the job) but its a long time since i saw somebody bought seeker3. Maybe the cost should be lowered?
Vortrog
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Location: Sunshine Coast, QLD, Australia

Post by Vortrog »

Drizzo wrote:QUOTE (Drizzo @ Jul 15 2009, 12:14 AM) 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.

Not in my experience...my last DM 1v1 vs Finsheep....his seekers although slow to launch and lock knocked out more of my hull in a max effective range duel than my QF's did to him....result...he won 4 - 1 before I gave up on QFs and went to seekers.
Drizzo wrote:QUOTE (Drizzo @ Jul 15 2009, 12:14 AM) in a 1v1 Fig vs Int Scenario, QF will give you the leverage you need to pod an int, if you htave the br ains to know how to fly your fig properly, Seekers will not..
QF his the weapon of choice against Ints....we are not arguing that. You make seekers stronger, you have no need for QF.
Drizzo wrote:QUOTE (Drizzo @ Jul 15 2009, 12:14 AM) in a 1v1 Fig vs SFec scenario, QF > Seekers.

Agreed, but only if your QF is < tech than Seeker. Seeker 2 is always better than QF1.
Drizzo wrote:QUOTE (Drizzo @ Jul 15 2009, 12:14 AM) 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.


I reckon its more like this
Dumbfires - Anti Con, Miner and Dumbspiking bomber. Specialist love em for dogfighting (the 3 that drizzo mentioned).
Seekers - Basic and Adv scout weapon only for multirole. Higher tech means will take preference over QF of DF for fighters.
QF - Anti stealth, fighter and Interceptor weapon of choice, though against heavy ints, Dumb3 or MRM3 would auto take preference over Qf2. Not favoured if Seekers are + tech level over qf.

My only reason for the suggested buff to QF is breaking heavy int camps so at least their is 1 HINT counter missile that is very effective. Apart from that, the other missiles are OK although it becomes obvious in the above that Seekers will tend to get overlooked for specific jobs.
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zombywoof
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Post by zombywoof »

Adept wrote:QUOTE (Adept @ Jul 14 2009, 05:10 AM) 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.
If they're camping, use DF as they are not moving. If they're int bombing, they have fewer nans than normal, so use DF to spike the bbr. If it's an op or a tele, ignore them and set up a TP2 or kill a miner. If you're camping (with or without prox) you should use DF because they'll fly at a straight line upon exiting the base or entering the aleph. If you're on miner D, launch DF at the int as it boosts towards the miner and you'll at least kill its speed and ability to ram the miner as it dodges. If you're on Miner O, wtf, use DF to kill the goddamn miner.

Drizzo wrote:QUOTE (Drizzo @ Jul 14 2009, 07:14 AM) 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.
QFT
QUOTE Don't ask me for numbers, I make my points from experience.[/quote]
Can I ask you who can make DF hit people, specifically, so i can go learn from them?
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Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
DasSmiter
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Post by DasSmiter »

It's easy. Hit RMB and then fly through the wreckage.
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Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
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Gothmog
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Location: Olympia, WA, USA

Post by Gothmog »

Compellor wrote:QUOTE (Compellor @ Jun 30 2009, 07:10 AM) I dunno 'bout 150%, but you could reduce cargo size from 4 to 3. That would give reg scouts 3, adv scouts 5, hvy scouts and enh figs 6, and adv figs 8.
I liked this idea... the only problem I could see with it was that seekers would seem underpowered. You guys raged back and forth quite a bit but I still dream of a world where you can hit a probe with a qf or a pod or a station drone 2x/3x* and have it die. Qf are only really useful when doing that sort of stuff, or possibly when facing a straight sup vs exp match...

*that means I may have to hit a station drone a few times... say you have a regular scout with 3 qf and a 10 kb... you shouldnt be able to take out more than 2 station drones with 2 racks of qf... you have a gat too. I don't know if decreasing the damage to 34 is such a great idea at all.... I really don't like the fact that I get lower dps with locked qfs(34) than I do with old locked qfs(40) because I'd like to be able to lock an int with mini3 with an entire rack of qfs and get every one of them off and hit... which is hard enough to do now anyway, since you're usually leading your gat pretty far if the int knows what they're doing... hence making the qf lock nearly impossible without drifting toward center and missing with your primary weapons...

People have also touched on the scout vs sf debate... honestly I don't see a problem with a damage increase from a scout to a sf. Scouts are the only ship that should be lethal to a sf, since their purpose is to scan and scout the area (with big sensors, the ones you are avoiding in your stealthfighter). Researching advanced scouts is hardly worth it most of the time, and if that changes a tiny bit because it becomes a viable alternative to getting an exp and PPs just to succesfully hunt sfs down, I don't think it will cause a problem.

The more useful and various the missiles end up being, the better I like them. Having something that does a little less damage than seeker (which should be upped a bit if you ask me anyway for that ridiculous lock time... do you have any idea how hard it is to lock a scout and try to maintain your own trajectory in a scout[-belters]?) Honestly... load a fig out for the situation... you galv, you take a galv, you dogfight newbs, you take dumbs, you go miner hunting, take dumbs or seekers, whatever... you dogfight ints, you take QF. Make them a little more useful, you're probably not going to kill that int anyway but for real pilots it might give us that edge to be used correctly, like minepacks. I'm in favor of increasing their launch velocity too just a bit and lowering lifespan appropriately, that way they will miss targets behind you and stuff, giving that 'edge' to be countered by real pilots.

Thank you, and good day.
Last edited by Gothmog on Mon Aug 10, 2009 6:31 pm, edited 1 time in total.
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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.
Weylin
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Post by Weylin »

I remember hitting a chasing interceptor by just targeting them, boosting away, and firing QFs, they just spun around and nailed them in the face. :lol:


From an interceptors point of view, QFs are a pain in the ass to have shot at you, you have your ears raped by this piercing BEEP BEEP BEEP as columns of gat3 and exploding missile puffs blind and disorient you.

You can still make quick work of the figs if you get close, but... gah...

*gets back in a scout before the comm sees him flying an int again*
Xeretov
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Post by Xeretov »

Weylin, please stop posting in CC.
djrbk
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Post by djrbk »

QFs are only really a hassle for an int because it's more of a pain in the ass to shoot down five missiles headed toward you rather than a hunter or seeker, and easy enough to dodge a dumb. (unless your name is Phoenix1 in a hvy int and you lost vs. SysX/GBs bios adv figs lobbing df3 at you - kekeke. :D )

I pretty much agree with Drizzo, although seeker 3 is pretty $#@!ing 1337, long range, high enough damage, great tracking. (But IDK why you wouldn't load your ship with dumbs in most situations.. Maybe it's just me pretty much just chasing miners and cons around most games.. They're not THAT hard to aim... just gotta pick and choose your shots more.)
zombywoof
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Post by zombywoof »

djrbk wrote:QUOTE (djrbk @ Aug 23 2009, 11:22 PM) QFs are only really a hassle for an int because it's more of a pain in the ass to shoot down five missiles headed toward you rather than a hunter or seeker, and easy enough to dodge a dumb. (unless your name is Phoenix1 in a hvy int and you lost vs. SysX/GBs bios adv figs lobbing df3 at you - kekeke. :D )
More kills and fewer ejects than you I bet.

Most of my ejects were either because a) I'm not as good as Xeretov b) I was doing something other than DMing or c) I had to deal with heavy scouts proxing and advanced figs proxing and miners proxing and even your $#@!ing cons and bbrs seemed to drop prox.
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Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Compellor
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Post by Compellor »

djrbk wrote:QUOTE (djrbk @ Aug 24 2009, 02:22 AM) QFs are only really a hassle for an int because it's more of a pain in the ass to shoot down five missiles headed toward you rather than a hunter or seeker, and easy enough to dodge a dumb. (unless your name is Phoenix1 in a hvy int and you lost vs. SysX/GBs bios adv figs lobbing df3 at you - kekeke. :D )
QFs are also one sixth the length of seekers/hunters, and have the same hitpoints, so trying to shoot them down is probably pointless.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
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