Supernus Gigas
Star Giants
79
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Posted - 2014.01.14 11:29:00 -
[1] - Quote
Missiles seem a bit off. I rarely ever see them, although that may be because they actually take some SP investment to unlock(I'm talking to you, Militia HAV Pilot want-to-be's)
First off, reloading. This is not an original idea, but I'll reiterate it here; Large Missile Turrets should have "Shotgun-Style Reloading." i.e. you can reload one missile at a time instead of the entire volley of them. It is quite annoying when all you need to do to finish off an enemy HAV is fire one or two missiles at them, but you can't. Instead you wait eons to reload all of your missiles while the enemy has his sick way with you.
Anti-Infantry capabilities. Trying to kill infantry with missiles feels like I'm firing bottle-rockets. Something needs to be done about splash damage and/or splash radius. Now, scoring a direct hit with missiles on infantry usually spells their demise, but that only really works if they sit still. Usually though, infantry are running around like chickens with their heads cut off that forgot to take their ADHD medication that morning. In that situation, you can try to hit them with splash, or try to score a direct hit. Either option usually results in firing an entire volley of missiles and the infantry scampering away nearly unharmed.
Targeting/Guidance System. I know CCP isn't known for actually implementing any features in the flavour-text of anything, but I think this would really make missiles shine. A slight homing effect on missiles would allow easier dispatch of infantry. Now I'm not talking about scoring directs hits 12 out 12 times at 10m, but rather enough of an effect that at least most missiles will cause splash damage to them. But if a Missile HAV is far enough away from an infantry, then the guidance would have enough distance to home right in on them, the equivalent of already being able to hit them standing still I feel, so the ability to score direct shots is not taken away. A guidance system would also increase missile's effectiveness against Dropships, although they already have problems with Rail Guns, so unless Rail Guns are balanced, I feel a missile guidance system would be unfair to Dropships.
Another issue with the guidance system is dealing with multiple targets a close range. Locking-on to a specific target could solve this issue. Perhaps also being able to dumb-fire missiles like normal when not locked on as well?
Could anybody else come up with any other change's Large Missile Turrets may or may not need?
My Missile Gunnlogi Eats Somas and Sicas for Breakfast.
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