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Posted: Tue Apr 01, 2008 5:37 am
by CobaltRed
Hello Allegiance community!
This n00b has read all of Cadet I and the intermediate materials (most of it at least 2x) but it's a few weeks until Cadet I starts and I'm impatient to get better, so since this is the gameplay forum, this seemed like the place to ask. Also, QF's are not listed in the missiles section of AllegAcademy for some reason. /huh.gif" style="vertical-align:middle" emoid=":huh:" border="0" alt="huh.gif" />
Could someone explain to me when I should mount/use seekers as opposed to QF's? And for that matter DF's? Right now, I use DF's when attacking cons/miners (I suck and so I miss a lot due to momentum /blush.gif" style="vertical-align:middle" emoid="

" border="0" alt="blush.gif" /> ) with a fighter/scout/patroller and seekers in all other situations (hunters in SF's of course, but I am too n00bish to know how to use an SF, so I stick to the basics usually). I don't really understand when to use QF's as opposed to seekers, and I don't really have any clue when to fire missiles for the best effect... I pretty much spam them as soon as I get lock /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
Thank you and I look forward to being podded by you soon! /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
P.S. Don't worry, I'm usually nanning, probing, and dropping prox!
Posted: Tue Apr 01, 2008 5:45 am
by Weylin
Dumbfires: These missiles are best used for taking out heavily armoured ships such as bombers, or dumb pilots that dont bother dodging. As well as ships trying to run.
Seekers: These are dogfighting missiles for use if you expect to be fighting agile targets and want to ensure your missiles have a higher chance of hitting your target. These are also useful for deprobing since they have the longest range of the three.
Quickfires: These are rather poor in dogfighting situations, they do very little in damage, and if used wrong, can all be thrown off by a single chaff. Ive found these to be most useful against rixian combat and anti base drones as well as for use against towers. Additionally these can be used for hunting stealths since they have very little hull to begin with.
Do NOT spam QFs, let each one lock unless the target is a non-movable object such as a probe or tower.
Many people die because they are so busy spamming QFs that they forget to aim there guns and end up being gunned down by the non QF user.
Posted: Tue Apr 01, 2008 7:30 am
by sob_larry
use qfs against interceptors, and also sfs. Dont use them against belt sfs or shielded sfs such as nix adv sfs with small shield 3. they r fairly useless in those 2 scenarios.
dumbfires against non piloted vessels such as miners and cons .
dumbfires in fig vs fig combat i.e. digfighting ( carry a pack of mrms for when u circle ) or learn how to lead your target with a dumbfire in the side thrust dance.
mrms dogfightning also but less effective after a certain level of tek, ill get flamed for this. but its my reply so stfu masses. I rarely use mrms anyways.
Posted: Tue Apr 01, 2008 7:36 am
by Adept
This question keeps popping up.
Short answer, never use quickfires.
There are a few exceptions where they can be useful, but I wouldn't worry about those. Use seekers, or dumbs if you can learn to hit with them.
Posted: Tue Apr 01, 2008 7:46 am
by Noble
I find QF 2/3 very useful against tac in general, It is currently awsome for deprobing if you have Advanced SF's, Killing Interceptors, or Any pilot in any ship that doesn't know how to chaff/straff effectively.. (Applies to Dumbfires as well for failing to chaff/straff)
Dumbfire 2/3 is very useful for non piloted craft, as well as piloted if you can get the right angle to hit with it...
Seeker 2/3 is pretty much good for any situation, but the lock time is irritating in most situations... If you are going to use it in dogfighting, you must backpedal out of range of the other guys gatt/mini fire to buy enough time to get more than a few off, its difficult to chaff/straff off but not impossible... If you fire at more than a 90% angle, your almost guaranteed to miss whether the pilot chaffs or not...
For version 1 of any of the above missle, its pretty much personal preference because thier all fairly useless in *most* situations unless your just deprobing... Dumbfires will always do the most dmg, thus the most useful if you can hit your target with them... IE cons/miners.
Hunters are the best Dogfighting missle, but also require the longest time to lock on target, followed by Seeker, then Dumbfire, then Quickfire...
There are those that would claim quickfire is useless in almost any situation other than deprobing, however I find them very useful, but that is only situationally... In almost every instance it could be argued that you would likely be better off carring Seeker or Dumbfire...
Posted: Tue Apr 01, 2008 7:56 am
by Grimmwolf_GB
"Dumbfire 2/3 is very useful for non piloted craft, as well as piloted if you can get the right angle to hit with it... "
ignore that. Dumbfires are awesome against bombers. Boost directly towards the bomber, keep the missile button pressed and ram the bomber. Or place yourself behind the bomber and do the same.
Posted: Tue Apr 01, 2008 10:34 am
by gr4vity
Hey Cobalt!
I really prefer Seekers over any other missile and I am very stubborn when it comes to QF. For me it's just useless crap wasting cargo space.
Of course dumb2/3 are quite nice on miner offense and as Grimm mentioned for bomber/htt defense. But in case the bomber is already in the sector with enough nans I'd rather grab seeker2/3 in order to kill the scouts.
Regards
grav@RT /cool.gif" style="vertical-align:middle" emoid="

" border="0" alt="cool.gif" />
ps: The only missile that I would take over Seekers is Zeus.
Posted: Tue Apr 01, 2008 11:26 am
by CronoDroid
I've never used anything but DF on my fig because if I was forced to fly one, I'd either be out hunting miners/cons or defending bases and cons. The idea is not to dogfight the guy trying to fight you with DFs because you'll rarely hit. Usually in miner/con O situations, there will be a lot of enemies sitting relatively still, and DFs on DN don't track poorly enough for you to miss so you can rack up the damage. If you're Dreg and the commander bothered to buy Missile Track GA, DFs are more than adequate for anything you need to do (hint: dogfighting enemy ints or figs uselessly is not very helpful). DF3 in particular tracks disturbingly well if you're Dreg.
If you're forced to dogfight enemies for any reason, letting them come to you is the best option. Backpedal away from the enemy while facing them and lob DFs and you'll score more hits than you'd think with dumbs. Take it easy and get a few missiles into the enemy before finishing them off with your gats. Ideally in a fig you're not rushing towards the enemy to try and kill them as that is usually a recipe for disaster.
Posted: Tue Apr 01, 2008 12:19 pm
by ogorass
QF's have only one real application: rix station drones. This is the only thing that they should be used for, really. Seekers are far better dogfighting missiles and dumbs are great for fat targets. Using QFs against anything that has shield on it is just laughable, as they do next to no damage against any kind of shields. For more info, wait for CDT to start /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Posted: Tue Apr 01, 2008 1:59 pm
by TheVoid37
If you are circle strafe dogfighting in a fig you should be podded.
Peopel really need to learn to fly crafts differently, you don't fly an Sfig like you fly a fig like you fly an int.
A fighters optimal range for combat is not up in your face like an int, its a medium ranged combat craft, so the more time you spend just outside the ints gun range, in your optimal range, the more likely you are to survive. If you haven't drawn the connection, this doesn't involve circle strafe dogfighting at close range.
Think of a fig like jousting, that is what you want to be doing. Rear thrust, drop mine packs and draw your prey to you, as he closes in gun range, lob dumbs at him and boost toward him, thrust just a tad to avoid ramming and make him overboost, while you boost under and away from him, this should generate another distance gap between you, turn and rear thrust, drop mine packs and repeat. Think Jousting.