Missile Reorganisation

Any suggestions or ideas regarding cruiser command
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Hopeinmo
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Missile Reorganisation

Post by Hopeinmo »

The light missiles should have one of 2 buffs, one, should be usable by one or some of the small ships, and possibly only track small ships, or, should be free to buy such as being a cool-down on weapons console, having a slightly boosted range, with excellent tracking on small ships, or some better tracking on small ships, perhaps directional fired rather than frontal as light missiles could load on a turret =p (lighter missiles not require normal heavy missile tubes)

(SS options)
Piranah should be a basic hunting missile, usable by a wraith

Wasp should be used more offensively for hunting speedy ships... perhaps by corvettes for taking out a wraith's specific abilities

(Spreading missile) could be used by destroyers to chase off small ships

The heavy missiles, should be fired as they are no, perhaps a few buffs needed, all should have slightly better tracking, but always prioritize the enemy BC as target, or only track enemy BC solely.

Predators should have a nice range and decent tracking, they should be in effect, sniper rounds, they should have the best tracking.

Sabers should be prioritizing anti shield technology, anti engine tech, and should wreck some havoc on power settings/cause "glitches" (not real glitches, combat glitches{spells})

Hellfires, at the moment are balanced, but should b redirected to be the counter part to the saber, they should be more adept to hull damage and effects, like fires, debri, and other bc disturbances not based on the energy settings

Mercurite, as they are now, should possibly have some nasty effects, such as some minimal hull damage even through a shield, as well as be just a long range as a predator, but not the same tracking effectivnes, therefore, if a predator hits enemy bc, giving vision, you could land the mercs on target effectivly.

Sabers and hellfires should be the more effective close range options, while predators and mercurites should be effective long range options

Summary

Heavys should cost as they currently do and be loaded normally.
Lights should be free/on cooldown and diretionally fired rather than frontal, or loadable onto some small ships.
"Things seemed so easy when I was a larva, now it's all slay the Protoss this and evolve your brood that, huh, I'll tell you what, I'll never treat my larva this way." -Niadra
DumbMarine
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Re: Missile Reorganisation

Post by DumbMarine »

Quite frankly light missiles need to be mothballed. They're useless fired from the BC :\. Giving them to small ships is dangerous, the wraith runs the risk of being OP (it's in a great spot right now), and the destroyer DEFINITELY does not need buffing at all right now. The corvette could use it, but it's main weakness right now is corvette vs corvette battles, and fighting destroyers.
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Red-Rocket
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Re: Missile Reorganisation

Post by Red-Rocket »

Light missiles do 100 damage a hit, destroyers will have An easy time, the only way I know how to kill a destroyer with a corvette is to get as close as possible and turn on shield deflectors for first volley the shield will fall off and you will most likely eat a volley but in that time do as much damage as possible as the destroyer can't menuver out of the way you might be able to take 2 shots but you don't have a lot of time
Missiles will help corvettes to fight at long range but it won't unbalance everything if the corvette can only hold 2
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Hopeinmo
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Re: Missile Reorganisation

Post by Hopeinmo »

Well marine, i id state, how certain missiles be used by certain ships (the smalls) and while it may make a wraith overpowered to use, the fact is, it inst free to use, it costs money to load if take the SS option, however, i prefer the cool-down idea on BC as a missile turret, letting you better protect your miners with a solo weapon person (if your in range) not to mention as a turret, it could discourage most SS versus BC harassment :p (minus a dessy)
"Things seemed so easy when I was a larva, now it's all slay the Protoss this and evolve your brood that, huh, I'll tell you what, I'll never treat my larva this way." -Niadra
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Re: Missile Reorganisation

Post by DumbMarine »

The light missiles aren't better at killing small ships than the heavy missiles are.
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Re: Missile Reorganisation

Post by Hopeinmo »

didnt say were, im just putting a role to swap the lights over to so they make sense existing in game aside from being a trolls exploitation item to drain resources, or a noob trap to make veterans angry enough to votekick a noob
"Things seemed so easy when I was a larva, now it's all slay the Protoss this and evolve your brood that, huh, I'll tell you what, I'll never treat my larva this way." -Niadra
Weyoun
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Re: Missile Reorganisation

Post by Weyoun »

the only time i ever see light missiles in a game, is when i run down to the hanger and gasp in horror as i see the entire construction pad covered with unused missiles directly after an engagement we narrowly lost and had to run away from after ~20 minutes of not being able to upgrade our bc because the miners can't find any resources.

seriously, these things need a useful usage or to be taken out of the game.
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Red-Rocket
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Re: Missile Reorganisation

Post by Red-Rocket »

The second one, waps missiles is actually very affective early game if you deside to do a BC attack just for the econ kills. The third one is never ever used, the only time i have ever used it was when siretu screwd up and put missiles all over the ship, that was 2 of them. Did you know they are purple?
The first one is used because noobs will buy like 50 of them.
The last four are the ones that are used the most
Hellfire is probably the least used as it costs so much red, i would prefer 20Y 30R
Oh speeking of hellfire, do they trigger fire even if they dont break sheilds?
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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