Posted: Fri Feb 10, 2012 1:35 am
The fire too fast, in too large a number, track too well, and do too much damage.
They are laggy, CM ignoring, and have seen too many perks
They are laggy, CM ignoring, and have seen too many perks
NightRychune wrote:QUOTE (NightRychune @ Jul 23 2011, 08:32 PM) quickfires are not really an issue when cm2/3 is in play
and voobs won't be half as effective with snipers when they have to aim - they can barely hit targets 200-300m away most of the time, much less utilizing them effectively from 1k out with no lead indicator
and because i'm feeling generous have some numbers
qf1 has a cm resist value of 0.9, qf2 has a cm resist value of 1.15, qf3 has a cm resist value of 1.4
cm1 has a strength of 1.5
cm2 has a strength of 2.25
cm3 has a strength of 3.375
quickfire 1 vs. cm1: you have a 70% chance to spoof
quickfire 1 vs. cm2: you have an 80% chance to spoof
quickfire 1 vs cm3: you have an 86.67% chance to spoof
quickfire 2 vs. cm1: you have a 61.67% chance to spoof
quickfire 2 vs. cm2: you have a 74.44% chance to spoof
quickfire 2 vs. cm3: you have a 82.96% chance to spoof
quickfire 3 vs. cm1: you have a 53.33% chance to spoof
quickfire 3 vs. cm2: you have a 68.89% chance to spoof
quickfire 3 vs. cm3: you have a 79.26% chance to spoof
this is per missile - and each countermeasure that is dropped can spoof more than one active missile at a time! so, if someone fires a volley of 6 quickfire 3s at you and you drop 1 cm3, you have an 80% chance to spoof each of those missiles, which is a pretty substantial chance to negate a significant amount of damage
Code: Select all
Missile CM1 CM2 CM3
QF1 70.0% 80.0% 86.7%
QF2 60.0% 73.3% 82.2%
QF3 50.0% 66.7% 77.8%Increase their QF resistance slightly, increase number of CMs, decrease CM reload time.DasSmiter wrote:QUOTE (DasSmiter @ Feb 9 2012, 09:57 PM) Yes what do you propose to do to fix them
+1girlyboy wrote:QUOTE (girlyboy @ Feb 12 2012, 11:34 PM) Make QF larger and slower to make them easier to shoot down!![]()