Vulpes Dolosus
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.10.17 02:13:00 -
[1] - Quote
The range of missiles is worthless. With recoil and travel time, you're not going to hit anything at a respectable range, especially if it's moving. Not to mention armor tanks can strafe with ease so most of your missiles will miss even up close.
One idea I had was give missiles about double the clip but make them burst fire again.
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Vulpes Dolosus
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.10.17 05:43:00 -
[2] - Quote
maybe deadcatz wrote:Vulpes Dolosus wrote:The range of missiles is worthless. With recoil and travel time, you're not going to hit anything at a respectable range, especially if it's moving. Not to mention armor tanks can strafe with ease so most of your missiles will miss even up close.
One idea I had was give missiles about double the clip but make them burst fire again. I beg to differ. I've been shot out of the sky by large missile launchers repeatedly enough and those things can pack a punch long enough to keep my ship from breaking out of the hit. Just get practice in with them. That's a good point. I have been hit by quite a few missiles while flying as well as shot down plenty of ADSs and DSs. It's also true that I need to work on my aim and piloting in tanks.
However, I'd like to draw a picture about the differences between fighting a tank and an ADS with missiles:
When shooting at an ADS, you're usually not actually fighting it, but you're hitting it a far way off as it engages another target. This scenario allows you to stop, zoom in, and fire off a volley in relative safety. Even though ADSs are very agile, it's not terribly difficult to gauge where it's going: if they're fast it's usually a straight line, if they're flipping around they're usually easy to predict based on their drift, but most cases they'd just afterburn up and away. If the ADS is attacking you, you can't pitch high enough to hit it anyway, so you try and sling shot it, during which it will turn and you can broadside it.
Tanks are another matter entirely. Rails can engage at longer ranges with better accuracy and damage and are still just as formidable up close. Blasters can usually shred shield tanks up close. At range you have to stagger shots due to recoil, which gives the enemy time to escape. If you try to chase you must now also consider the bump in the road throwing off your aim and how they affect the enemy's hull. Up close you need to make every shot count due to the low clip and a considerable reload time (side note: seriously, compare the 12 round mag of the rail, sure the blaster got a bit of a nerf but it can still overheat 2x before reloading with a heat sink).
Not to be rude, but I would argue that in most cases it's more difficult to engage tanks with large missiles, which should be their main prey. My ideas, just as suggestions, are aimed to alleviate the main issues I've outlined.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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