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Missiles, yes another thread on missiles...deal with it

Posted: Tue Jul 23, 2013 10:43 pm
by Red-Rocket
Right, so there have ben problems with people stacking light missiles and being able to reload to out DPS a much more well upgraded CC. This is game breaking. My suggestion is that once a missile has ben fired, that specific launcher is unable to fire for 5s (would help weps guy to show CD of missiles), this wouldn't disallow you to load another missile, it just takes 5s to fire another one out of the same missile bay. (think of it as the launcher cooling down and readying to arm a new missile!)

Ok and the other one, separate missile construction from construction console, because sometimes people are trying to get into the console for repair kits and missiles (and sometimes ship/pilot items as well) at the same time and theres blockage...also the fact that missile loading bays are on top, so I suggest moving the missile construction console to the top (maybe below center but above that little walkway to that power console) this actually might be a little more noob friendly because buying missiles and trying to find the missile load bays is hard on a new player as I have ben asked "where do I load missiles? I cant find the place" and of course reply is on top floor. Yes a little weird, plus it helps in the middle of fire fights for both drone ai and players to quickly buy missiles and load them, but missile bays are far away so one person at it might be difficult.

Re: Missiles, yes another thread on missiles...deal with it

Posted: Fri Jul 26, 2013 10:59 pm
by zakhennahr
I disagree. If you have relatively inexperienced ensigns, then the missile reloading will take a long time. If you have a relatively inexperienced weapons, then the missile firing will take a long time. An experienced ensign paired with an experienced weapons *should* be able to have a much higher missile output than an inexperienced duo. As long as a player isn't cheating by using a macro or whatever, this boils down to pure Cruiser Command Skill.

Re: Missiles, yes another thread on missiles...deal with it

Posted: Sat Jul 27, 2013 12:12 am
by WhyteDragon
Red-Rocket wrote:Right, so there have ben problems with people stacking light missiles and being able to reload to out DPS a much more well upgraded CC. This is game breaking.
I can agree on that front.
Red-Rocket wrote:My suggestion is that once a missile has ben fired, that specific launcher is unable to fire for 5s (would help weps guy to show CD of missiles), this wouldn't disallow you to load another missile, it just takes 5s to fire another one out of the same missile bay. (think of it as the launcher cooling down and readying to arm a new missile!)
While overall I understand where you're getting at, I don't like the way you're going about it. It's unnecessarily complicated when you could just do something simple like make a five second delay on loading rather than add a cool down timer UI to each missile bay for the weapons console.
Red-Rocket wrote:Ok and the other one, separate missile construction from construction console, because sometimes people are trying to get into the console for repair kits and missiles (and sometimes ship/pilot items as well) at the same time and theres blockage...
So? Your team could easily spend 10 seconds organizing what you construct. You could put all the consoles next to one another as well, but that serves as nothing more than a way to make the game more convenient. Corinthian also had a similar idea, but the more I think about it the more I disagree. If you're making hundreds of objects, you should deal with it.
Red-Rocket wrote:also the fact that missile loading bays are on top, so I suggest moving the missile construction console to the top (maybe below center but above that little walkway to that power console) this actually might be a little more noob friendly because buying missiles and trying to find the missile load bays is hard on a new player as I have ben asked "where do I load missiles? I cant find the place" and of course reply is on top floor. Yes a little weird, plus it helps in the middle of fire fights for both drone ai and players to quickly buy missiles and load them, but missile bays are far away so one person at it might be difficult.
... no. No, no, no, no. You're only asking for things that make things more convenient to you when the whole point of the placement of the construction console is to create a space between the bays and the missile's spawning points. The usage of missiles is supposed to require a lot of preparation since they can have a heavy influence on combat. Frankly, the process seems far from counter-intuitive after one or two games, and even if it wasn't - so what? This Cruiser Command. It is intricate by design.

Re: Missiles, yes another thread on missiles...deal with it

Posted: Sat Jul 27, 2013 8:22 am
by Red-Rocket
hum....the second was just merely a suggestion, the first however does need something because it does break a game, even excellent v excellent this is game breaking.