Quickfire missles question

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minigun
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Post by minigun »

I know most people don't use quickfire missles becouse of the small warhead and light damage it does.
So here is my question. If your attacking a scout nanning a bbr and you fire 5 quickfires one after the other and that scout droppes a counter measure, does the counter measure take out just one of the 5 missles or all 5? which leads to another question. If 4 quickfires hit scout does that do more or less damage than 1 dumbfire hitting a scout?

Dumbfires seem like they are easy to avoid with a few cm's. Also if quickfires are such a lousy weapon never to be used, why have i seen nakppi get quickfire 3's almost everytime i've been on his team?
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guitarism
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Post by guitarism »

QF is awesome for killing nans on bombruns, it's one of the underused things that people don't realize. QF 3 just makes it easier to pods those scouts. Qf can also be used well VS SF and SB, especially against Sb, since they normally are in a attack run and deviate from the run.

The thing is, there are a fair amount of vets out there that can easily dodge DF. If I hear a DF tone when i'm nanning on a bbr run i don't even bother droping CM. I'm circle strafing and nanning enough that it's not gonna hit me.

QF isn't a lousy weapon, people just don't use it when they should. It's a good thing to have onboard for certain scenarios. Numbers aren't always everything, sometimes it's what's needed, and screw the numbers.
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FreeBeer
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Post by FreeBeer »

minigun wrote:QUOTE (minigun @ Oct 2 2006, 08:43 PM) If 4 quickfires hit scout does that do more or less damage than 1 dumbfire hitting a scout?
According to ICE (and assuming I'm reading it right), Quickfires (1) will do 60 damage against light and only 60x.85 = 51 against medium hulls. Dumfires (1) do 100 against light and medium hull (da bomber).

So 4 quickfires will do more damage than one dumbfire (in fact 2 quicks will do so against a scout).
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Terralthra
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Post by Terralthra »

minigun wrote:QUOTE (minigun @ Oct 3 2006, 09:43 AM) I know most people don't use quickfire missles becouse of the small warhead and light damage it does.
So here is my question. If your attacking a scout nanning a bbr and you fire 5 quickfires one after the other and that scout droppes a counter measure, does the counter measure take out just one of the 5 missles or all 5? which leads to another question. If 4 quickfires hit scout does that do more or less damage than 1 dumbfire hitting a scout?

Dumbfires seem like they are easy to avoid with a few cm's. Also if quickfires are such a lousy weapon never to be used, why have i seen nakppi get quickfire 3's almost everytime i've been on his team?
Yes, a dropped CM affects all missiles currently tracking you.
Dengaroth
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Post by Dengaroth »

FreeBeer wrote:QUOTE (FreeBeer @ Oct 3 2006, 02:45 AM) (and assuming I'm reading it right)
You're not, for two reasons:

1) QFs deal 40, 40 and 50 base damage, respectively
2) Their modifier vs. lt/med shields is only 0.5
FreeBeer wrote:QUOTE (FreeBeer @ Oct 3 2006, 02:45 AM) So 4 quickfires will do more damage than one dumbfire (in fact 2 quicks will do so against a scout).
The main problem with using QFs against scouts lies in their difficulties penetrating shields. Basically, you need eight QF1/2 hits to drop a fully charged SS1 (assuming a KB of 0, but the most common scenario (KB of around 21) will still require 6 hits, which is often more than a single rack). Once you get past the shield to the chunky insides, the situation is a bit better, you'll still need 5 hits though (a scout has 200 HP, a quickfire hit will take away 40 of them). Other factors come into play, naturally - KB and gunfire being the most relevant ones, although in general, you have to count 2 QF racks for a single nan.

That makes them somewhat subpar compared to dumbs, which have a decent chance of hitting in the chaos of a bombrun (as the target is less likely to evade your particular DF), plus they can be used to overpower the nans.

Incidentally, the shield thing is the reason why QFs are better vs. ints than they are against figs/scouts/bombers.

If you totally insist on using quickfires, you should probably use disruptors as guns, and fire off missiles once the target's shield is down. Of course, with that sort of loadout, you don't stand a snowball's chance in hell to kill a miner/con.
Last edited by Dengaroth on Tue Oct 03, 2006 2:01 pm, edited 1 time in total.
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guitarism
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Post by guitarism »

Which makes QF nice to have on board when defending vs a bbr run. The nans all have shields down already and you ripple off the QF and get into em with guns. Allows you to engage both the bbr and the scouts, and keep both occupied.
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
CronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forum
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factoid
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Post by factoid »

I'd say that's a good use for quckfires. Since it probably offers you the best chance of hitting something when your ship is trying to dodge turret fire. Generally though I still prefer dumbs if I'm going for the bomber, and seekers if I'm trying to shoot down the nans.

Though I'll rarely load both, usually just seekers, unless the tech has been totally neglected.
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TheBored
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Post by TheBored »

The only time I can think to use QFs would be AC towers. Anything else, use DFs.

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madpeople
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Post by madpeople »

qfs work reasnobly as a distraction for 2 sc towers

$£%%$£ noobs should be using mine packs on the bomber not screwing around with qfs

also, qf's main "advantage" is the fast fire rate
though you still need to lock on to the target, if you dont, you have a very waek dumbfire.

waiting for lock, firing waiting for lock, firing, takes concentration for you on your part to respond to the lock to fire it to keep up a reasnoble speed. i find if i try to do this my gun accuracy takes a big hit because i'm not concentrating on where i am shooting, and instead on responding to the lock and firing. also my situational awareness is decreased. ... and if your concentrating on getting them off as quickly as possible your not looking for the right time to fire them to give the the right reletive momentum to actually connect with the target.

in-short, dont use qfs, unless your vs a sf/sb or you want to use them as a distraction for towers.

seekers give you a much better deal than qfs, since you can fire them at the right time, and concentrate on the fight, not on your missiles
Rand0m_Numb3r
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Post by Rand0m_Numb3r »

as for cosentrating on the lock

beep = hit #5 (or whaever fire missle is)
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