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Posted: Mon Jun 29, 2009 4:41 pm
by DasSmiter
Topic for discussion to make it look like we are not just waiting around! :P

I'm in favor of making the QF missiles something of a shotgun, like 500 with good tracking and quick lock etc..

Posted: Mon Jun 29, 2009 4:57 pm
by Compellor
What? Do you just mean you want to up their launch velocity? They already have excellent tracking (i.e. turn rate) and lock time.

I'm not sure QF really needs a change. They serve their purpose admirably as is, i.e. killing Rix station drones, damaging stealth fighters, and serving as a less generally useful but still sometimes worthwhile variant on seekers.

Posted: Mon Jun 29, 2009 5:03 pm
by Hermit
Quickfires rock. They are just harder to use than seekers.

Posted: Mon Jun 29, 2009 5:20 pm
by zombywoof
Quickfires suck on account of not being Dumbfire.

Posted: Mon Jun 29, 2009 6:50 pm
by Makida
Though usually I only ever use QFs for quick deprobing or sometimes against SFs, I remember one game where they proved surprisingly effective against Giga Exp. >_> The team I was on (Adv Figs, forget faction) successfully walked a bunch of miners through a sector with a Giga op in it, without losing a single one, and podding many a Giga hvy int, after the comm specifically ordered everyone to use QFs. >_> Of course, it was Giga exp, but there you go.

Posted: Mon Jun 29, 2009 7:41 pm
by Psychosis
maybe allow ships to carry 1 more quickfire?

Posted: Mon Jun 29, 2009 7:44 pm
by Valiance
Scouts should carry an extra quickfire; one of the very few reasons i would ever take quickfires is because they have extra per rack, but on basic (adv and hvy im unsure) scouts they have the same amount as dumbs and seekers. I do like the shotgun idea though =]

Posted: Tue Jun 30, 2009 5:25 am
by Compellor
Could someone please explain the shotgun idea? Is it just giving them a higher initial velocity (and presumably lower lifetime) so that you can only shoot things in front of you, but said targets have less time to deploy chaff? Because it's not a bad idea, but I think it could use some testing first.

By the way, I've searched the forums but I never could find out what the bug was with dual-fire missiles on heavy scouts. I don't mean to start a discussion about dual fire/quickload, I'm just wondering if anyone here knows what the bug was, because there are a couple of missiles we still use that have a launch count greater than 1.

Posted: Tue Jun 30, 2009 5:43 am
by Xeretov
I believe by "shotgun" Das meant as a powerful short range weapon. I remember suggesting somewhere a while back to reduce the range on QFs from the current 1K (ish) to about 700m or so, excluding the ship speed.

A small bump to the launch speed might help. I've also heard the high acceleration on QFs has caused some trouble in the past, toning that down might help a bit too. There's been so much mixed opinion on the subject though that I'm not sure what to suggest these days.

In relation to your question about dual missiles: I dug up this post from an old heavy scout thread.
Adaven wrote:QUOTE (Adaven @ Apr 9 2009, 01:49 AM) After noir started DN folks realized that dual missles had a bug where they'd often hit each other and die before reaching the target
Also from Noir:
Noir wrote:QUOTE (Noir @ Aug 15 2006, 02:58 PM) ...that work better than duals because they are more accurate (do not suffer from dual style wide Salvo launch ratio) and have normal sizes.

Posted: Tue Jun 30, 2009 6:16 am
by DasSmiter
I meant decrease the range to about 300m discounting ship speed, give it good tracking/accel/launch speed so that another fighter dancing on the edge of range or sf playing it right will be unaffected, but by closing in you can give a devastating punch to any ships. Of course QF dmg versus med hull might have to be messed with a small bit.

Ideally payload would be increased by about 2x (putting it betwen seeker and dumb), and there would be less time to react with CM because of the missile spray. And we'd finally have a use for QF :P