here is my opinion of missiles... it's similar to my view in ships.
Seekers - Endurance
Dumbs - Standard
Quicks - sprint
my ships go like..
Stealth Fighter - Endurance
Fig - Standard
Int - Sprint
In my personal opinion, quicks are usually 4 people who don't have a high kill/eject ratio(they r usually sprinters, the people with higher k/e have to watch ammo n stuff more carefully.)... so i'm fine with you guys upgrading them, cause ill dodge them like any other missile. unless it's spiked, then i might have trouble...
but making them harder to dodge is totally against my opinion, it's bad enough trying to dodge them when someone miss fires and luckily spikes it... *ps, my definition of spiking is different than urs, what i mean is, lobbing it into the enemy*
So, i don't care if quick fire's damage is doubled, tripled or quadrupled. it is however more of a sprinting weapon, so i think that the rack size shouldn't be increased, instead increase the damage.
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As for QFs vs ints... they are no where nearly as effective as dumbs... or seekers, depending on the dfing styles...
only time a scout with quicks will actually work is if they are lobbed, and/or the int pilot doesnt no how to dodge missiles...
so... again, making QFs easier to use will reduce the distinction between skilled and less skilled players.
if u think that seekers should be fixed, you should remember about how god dam hard they are to dodge... i find myself dodging quicks only around 80% of the time, rather than dumbs... which almost never hit me... unless it's from mr. HAMBUSH...
So with seekers, tracking is fine... damage is fine in my opinion, and the lock could be faster...
a couple more missiles per second wont effect me too much, so im good with it...
oh, and dont touch hunters, i luv them

, a bitch to dodge, but it's well worth to keep them
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Yes im selfish
