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Svipdagr Hero
Molon Labe. League of Infamy
20
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Posted - 2013.07.14 20:46:00 -
[1] - Quote
Hello Dust,
I love my blasters, but I have not tried missiles. Are they worth it? What are the pros and cons?
-Hero |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
765
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Posted - 2013.07.14 20:49:00 -
[2] - Quote
Hell no. |
Viktor Vikrizi
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
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Posted - 2013.07.14 20:52:00 -
[3] - Quote
Svipdagr Hero wrote:Hello Dust,
I love my blasters, but I have not tried missiles. Are they worth it? What are the pros and cons?
-Hero
Not worth it . I only use them to destroy supply depots and cru's |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
765
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Posted - 2013.07.14 20:56:00 -
[4] - Quote
*First off the bloody things don't go where you point them, the left two launchers go to the left of your reticule, and the right two go to the (you guessed it) the right. They are only reliably accurate at normal blaster range, anything past 100m to the 200m mark will be ridiculously wild.
*You do -20% to shields and +20% to armor but it has less DPS then the blaster, again the extra range is worthless due to the wild variance on the missile trajectories.
*If you run a maddie, you will notice that it is the exact opposite of the Blaster, heavy CPU and low PG which may make things awkward or not for you depending on what you like to fit.
*Normal Large Launchers are terrible.
*Cycled Large Launchers sacrifice significant blast damage and overall have barely more DPS, arguably not worth it imo unless you are dead certain you are in prolonged engagements up close (but then why not use a blaster?)
*Fragmented Large Launchers have a lulz-tastic explosive radius that make it really easy to murder suits from an elevated position, but sacrifice a semi-appreciable amount of DPS for direct damage and splash, at this point I would suggest using a Blaster for close-in Horizontal work, or for vertical work a railgun does the job much better, much much better.... A reminder that most suits shield tank, and this is -10% to shields, so take that in consideration when calculating missile frag splash VS suits.
* Accelerated Large launchers are the best usually of the three, as they add more range and are a smidge more accurate, allowing you to semi-accurately engage targets appreciably farther then blaster range and not worry about the wild trajectories until a bit further on.
*Lastly, any infantryman within ten-fifteen meters is going to be ludicrously hard to kill. You will eat LLAV drivers though. |
Blanket jr
Krullefor Organization Minmatar Republic
2
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Posted - 2013.07.14 21:26:00 -
[5] - Quote
Strongly suggest no. |
Svipdagr Hero
Molon Labe. League of Infamy
20
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Posted - 2013.07.14 21:46:00 -
[6] - Quote
Interesting... Are there any missile fanboys out there who share the other side ? |
BatKing Deltor
Granite Mercenary Division
118
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Posted - 2013.07.14 21:57:00 -
[7] - Quote
i like my XT-201 Accelerated missile launcher......... no regrets. ive had some great matches with it. ( missile turrets overall ) |
Svipdagr Hero
Molon Labe. League of Infamy
20
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Posted - 2013.07.14 21:59:00 -
[8] - Quote
BatKing Deltor wrote:i like my XT-201 Accelerated missile launcher......... no regrets. ive had some great matches with it. ( missile turrets overall )
So what is the main role? Do you get up in the mix? Or stay back? What is your kdr per match like? What are some things you e learned along the way... What are some complaints you have heard from other tankers in regards to missiles that you disagree with?
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Cy Clone1
Internal Error. League of Infamy
124
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Posted - 2013.07.14 22:14:00 -
[9] - Quote
missiles are not bad for fitting a higher ehp tank simply because of their low cost to pg. They also have a very high direct damage which makes them great for structure kills. But they preform poorly vs other vehicles, and infantry. not to mention the Shield tank can't aim as far down as the mady, so if your on a slight hill or fighting someone at close range its pretty much useless. |
BatKing Deltor
Granite Mercenary Division
118
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Posted - 2013.07.14 22:14:00 -
[10] - Quote
Svipdagr Hero wrote:BatKing Deltor wrote:i like my XT-201 Accelerated missile launcher......... no regrets. ive had some great matches with it. ( missile turrets overall ) So what is the main role? Do you get up in the mix? Or stay back? What is your kdr per match like? What are some things you e learned along the way... What are some complaints you have heard from other tankers in regards to missiles that you disagree with? So what is the main role?
personally i take it as a medium between anti vehicle ( best vs armor ) and infantry.
Do you get up in the mix?
not recommended
Or stay back?
to far away or to close you wont be as effective, ive hung back a bit behind allied front lines, it works wonders, ( with my luck at least )
What is your kdr per match like?
i dont run tanks every match but taking into account theres no ishukone forge guns ( or any forge beyond standard ) on that hill or rooftop or a proto swarm, ill survive all match long.
tip: dont let madrugars catch you up close with blaster turrets
kdr varies from 11-25 kills to zero deaths depending if theres any of the above and if you didnt see that madrugar....
What are some things you learned along the way...
keep it mid range, ive gotten best results from it, as thats where accuracy is best
What are some complaints you have heard from other tankers in regards to missiles that you disagree with?
for one i disagree on when its said theyre totally useless..... maybe they didnt have luck with them as i do.
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pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
555
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Posted - 2013.07.14 22:18:00 -
[11] - Quote
I use missiles onm gunlogi or falchion and id say the frag or accelerated are worthit if you can get to use them. They are great for area deniel and you can get good kills with them. They take a bit more skill than blasters or rails to use effectivly and I gues thats why allot of folks dont like them. |
Garrett Blacknova
Codex Troopers
3324
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Posted - 2013.07.14 22:21:00 -
[12] - Quote
Missiles are only really good for area denial at longer ranges, but they work for that role against both infantry and enemy vehicles. They aren't as easy to hit Dropships with as a Blaster, but the explosion shakes airborne targets around nicely, and makes it harder for them to evade or return fire. If an enemy tank is crazy (or confident) enough to stay in the open while you're hitting them, you can hit pretty hard when you land a direct hit. When you're in close (as mentioned, it's about Blaster range where you're most effective), you'll be hitting a Madrugar SLIGHTLY harder than you would be with a Blaster because of the modifiers being better suited to anti-armour. A Blaster's unmodified DPS is a little higher, but because of that edge in armour damage over shields, the Missiles will out-damage an equal-level Blaster if both are used against an armour tank.
Using Accelerated Missiles makes it easier to line up your shots because they travel faster, which effectively increases your range, though not by much. If you just want to hit targets, and are either aiming for infantry or just going for suppression and area denial agaisnt vehicles, Fragmented Missiles have a wider blast radius. Catching targets on the fringe of the blast isn't overly effective, but it will be enough against infantry and LAVs to at least keep them on the run. At ranges where the projectile speed makes a difference, Accelerated Missiles have a slight advantage, but beyond that range, the Fragmented variant will deal damage with shots that would normally be near-misses. I haven't used Cycled Missiles except in small turrets, which are great for suppression at close range, but not so effective when accurate fire is needed.
Honestly, if you're already skilled into Hybrid turrets, I wouldn't recommend cross-training into Missiles unless you're out of other skills to work towards. You're better off picking up infantry core skills than training up an alternative weapon for your vehicles. I'm not saying Missiles are bad, just that they don't quite match up to the versatility of Hybrid weapons. |
darkiller240
INGLORIOUS-INQUISITION
88
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Posted - 2013.07.14 22:25:00 -
[13] - Quote
they are UP at the moment so yeah |
Svipdagr Hero
Molon Labe. League of Infamy
20
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Posted - 2013.07.14 22:29:00 -
[14] - Quote
Garrett Blacknova wrote:Missiles are only really good for area denial at longer ranges, but they work for that role against both infantry and enemy vehicles. They aren't as easy to hit Dropships with as a Blaster, but the explosion shakes airborne targets around nicely, and makes it harder for them to evade or return fire. If an enemy tank is crazy (or confident) enough to stay in the open while you're hitting them, you can hit pretty hard when you land a direct hit. When you're in close (as mentioned, it's about Blaster range where you're most effective), you'll be hitting a Madrugar SLIGHTLY harder than you would be with a Blaster because of the modifiers being better suited to anti-armour. A Blaster's unmodified DPS is a little higher, but because of that edge in armour damage over shields, the Missiles will out-damage an equal-level Blaster if both are used against an armour tank.
Using Accelerated Missiles makes it easier to line up your shots because they travel faster, which effectively increases your range, though not by much. If you just want to hit targets, and are either aiming for infantry or just going for suppression and area denial agaisnt vehicles, Fragmented Missiles have a wider blast radius. Catching targets on the fringe of the blast isn't overly effective, but it will be enough against infantry and LAVs to at least keep them on the run. At ranges where the projectile speed makes a difference, Accelerated Missiles have a slight advantage, but beyond that range, the Fragmented variant will deal damage with shots that would normally be near-misses. I haven't used Cycled Missiles except in small turrets, which are great for suppression at close range, but not so effective when accurate fire is needed.
Honestly, if you're already skilled into Hybrid turrets, I wouldn't recommend cross-training into Missiles unless you're out of other skills to work towards. You're better off picking up infantry core skills than training up an alternative weapon for your vehicles. I'm not saying Missiles are bad, just that they don't quite match up to the versatility of Hybrid weapons.
Good to know! I primarily use my blaster and like it alot! I just thought it might be a fun change of pace. |
Eurydice Itzhak
Militaires Sans Jeux
111
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Posted - 2013.07.14 22:43:00 -
[15] - Quote
I'm 8m sp into caldari alone. I have proto hybrid and proto missiles.
I run missiles the majority of the time. Railgun second most. I did create a blaster fit specifically for two maps where missiles are almost completely ineffective and I LOVE what I can do with a blaster on those maps. That said, despite missile turrets being mechanically ineffective in many instances (aiming up or down is impossible) it is by far the best at multi purpose capability. I can get upwards of 25 kills. (Less than with blaster) and I can destroy most enemy vehicles( harder to do than with railgun).
Also the fastest at killing crus which is a plus.
It's not the best for any role but its a strong jack of all trades.
Definitely needs some mechanical issues fixed though.
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Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
1285
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Posted - 2013.07.14 22:45:00 -
[16] - Quote
Svipdagr Hero wrote:Interesting... Are there any missile fanboys out there who share the other side ?
Fragmented are alright, directly hitting an enemy can cause 1 hit kills, or severe damage.
I used these exclusively before my respec, they were pretty good, although for Tank Vs Tank fights they were hopeless. |
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