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Missile performance question


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quote:

Originally posted by Guardian452:

Nova,

In the Appendix I noticed that the pitch for the STS Firestar is 10. Is this missing a 0?

The appendix on my site? Um... Yeah, it's outdated. It's the one that used to be available for download; back in the BCM Demo days.

I haven't had the time to copy all of the new files to the server. Sorry for the confusion.

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Just been comparing missiles using the data from the Appendix, and if the Max Launch range of 15km for the Vagrant is correct, then the missile is a total waste of money.

The blast energy and lock time for this missile suggest that it is a tactical missile, but at 15 clicks, keeping even a stormcarrier in sight for 3.5 seconds is going to be tough - unless you are cloaked. The only thing the missile will be any use for is attacking very large, VERY slow targets. Of course, it could be a specialist starstation destroyer, but since ANY missile will hit a starstation, you could buy three Questors for the price of one Vagrant, with more than twice the destructive power.

Anyway, either the data in the appendix is incorrect, or Vagrants are REALLY poor value for money.

For the record, here are my results, based on the appendix data:

General Purpose Missiles:

STARCHILD (85.2%)

FIRESTAR (81.1%)

PEREUS (80.9%)

QUESTOR (77.3%)

RALIX (75.7%)

STARFLASH (74.5%)

STARSEEKER (73.0%)

ANALOG (63.0%)

VAGRANT (60.0%)

Dogfighting missiles:

FIRESTAR (82.7%)

PEREUS (82.4%)

STARCHILD (81.5%)

STARFLASH (79.6%)

STARSEEKER (75.2%)

RALIX (74.7%)

ANALOG (68.1%)

QUESTOR (67.9%)

VAGRANT (57.1%)

Tactical missiles:

STARCHILD (80.9%)

QUESTOR (70.9%)

FIRESTAR (70.8%)

STARSEEKER (67.5%)

RALIX (67.3%)

PEREUS (67.1%)

STARFLASH (65.7%)

VAGRANT (57.1%)

ANALOG (55.0%)

The message from the figures is: Buy Starchilds for your carrier, and Firestars for your fighters. Questors might be useful too if you want to take out starstations on a regular basis. Above all, don't be fooled into "more expensive=better" when buying missiles, and avoid Vagrants (sounds very right-wing!) as they aren't worth the money.

If the range for Vagrants is wrong, I'll change the lists.

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I would agree with those figures if the missiles would hit and bring down the shield/armour of target at a constant rate.

In combat, from my experience, firing 12 starflash's at super carrier (slowest, least manouverable) will either result in them being EMD'd to oblivion, or if no EMD, those missiles will not hit all 12 in a row since the target is moving around.. perhaps 2 or 3 hit a time.

The damage you inflict then is reduced as the target recharges its shields.

Hitting with 4 ralix or vagrants on the other hand, inflicts damage which allows you to hurt the enemy ship by attrition. Their shields are very unlikely to recover to pre-impact level before the next missile hits or before you get into gun range.

The Questor is by far, the best multi-purpose missile, both for its cost and its damage. But against cap ships, the extra bang the ralix or vagrants give makes a whole lot of difference

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I'm the type of guy who fires missiles at point blank range. So vagrants and ralix are my best friends.

I ONLY use missiles against large targets, because of the higher shield/armor levels. Simple reason : the pta/iod guns do the job for the rest. I generally send missiles by packs of 4, then wait for the hits/jamming, then send another pack. I never use missiles against stations, since I can destroy any station in a single run (keep firing from 25km to 0 and BOOM!) with my sunflash.

Overall I don't use missiles very much because I make generous use of the emd, but it's always fun to empty all weapon slots on a single starship . Only bad thing : Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile pods are emtpy.

I don't use small and long range missiles, because I can never do damage quick enough for it to be durable, unless I attack ground targets that can blow me out of the sky in matter of seconds if I stay within laser turret's range.

The quantity of missiles that I shoot is proportional to the quantity of damage the enemy did to me

I generally never run out of missiles.

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i never realy use missiles. at the beggining of any game i sell all missiles, unload missiles from my CC and sell them, unload missiles from my FC and sell them (if i have fighters, normaly i fly a garid), and unload missiles from my OC and sell them. i get lots of money this way and if im not doing any trading, i at least get a phased array ion disrupter artifact.

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Same here insectoid. I do that if I have a carrier. If im in a cruiser I do buy at least 50 questors

The one use ive found for the "cheap" non-CTL missiles is that when you got a lot of fighters bugging you, you lob 1 missile to each and follow them.. the fighters are busier dodging the missile than your PTA.. and we both know which one hits more

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quote:


Originally posted by Epsilon 5:

Overall I don't use missiles very much because I make generous use of the emd, but it's always fun to empty all weapon slots on a single starship . Only bad thing : Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile pods are emtpy.


hehe, yeah, it does get annoying after a while

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