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Posted: Fri Feb 10, 2012 1:35 am
by Psychosis
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

Posted: Fri Feb 10, 2012 2:57 am
by DasSmiter
Yes what do you propose to do to fix them

Posted: Fri Feb 10, 2012 4:09 am
by Vortrog
Did you dredge up the old thread about perking them? I think alot of the the sentiments are still relevant for both cases.

Posted: Fri Feb 10, 2012 4:26 am
by NightRychune
i'll just leave this here
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

Posted: Fri Feb 10, 2012 5:05 am
by Spunkmeyer
EDIT: nm, I'll post the current resistance numbers when i can.. too tired now.

The current numbers are slightly less:

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%

Posted: Fri Feb 10, 2012 6:04 am
by Vortrog
Thanks night, should have made him look though :lol:

Buy CM2/CM3 for a better allegiance!

Posted: Sun Feb 12, 2012 4:38 pm
by Archangelus
Why is ppl trying to nerf my beloved missile???!!

BBURRRRNNNN THE INFIIDEEELLSSS!!!

Posted: Mon Feb 13, 2012 4:30 am
by Alien51
DasSmiter wrote:QUOTE (DasSmiter @ Feb 9 2012, 09:57 PM) Yes what do you propose to do to fix them
Increase their QF resistance slightly, increase number of CMs, decrease CM reload time.

Posted: Mon Feb 13, 2012 4:34 am
by Makida
Make QF larger and slower to make them easier to shoot down! :D

Posted: Mon Feb 13, 2012 4:39 am
by Alien51
girlyboy wrote:QUOTE (girlyboy @ Feb 12 2012, 11:34 PM) Make QF larger and slower to make them easier to shoot down! :D
+1
Actually do that to all missiles. Too hard to shoot down anything as of now.