3.11 Missile and Countermeasures changes

maynard

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May 20, 2014
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mgk
first!

I expect missile combat to predominate in fights between anything bigger than medium fighters

guns will only be for hitting small maneuverable ships when they get close enough to do you some damage
 
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Montoya

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Missile game play needs to be a viable option for people who suck at shooting things.
 
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NaffNaffBobFace

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NaffNaffBobFace
Thank you, Glorious Leader!

As soon as those computer blades come in, i'm getting the automates countermeasure system (if they make one) because not only do I suck at shooting things, I suck at launching missiles and I also suck at launching countermeasures.

EDIT - Now I have watched the video, I never saw the point in having 2 countermeasures and the 2 buttons to use them, one to cycle and one to launch... When there was going to be a mytical third type that made sense, but the third one never came... Now it's gone, the second one CM could just be launched by the cycle button... as so it has come to pass.

So all I have to do now is bind both CM's to the one button, launch both at the same time, and I'm well covered for missile spam :) It's going to be an expensive strategy, but i'd like to think you can't put a price on your own life.
 
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Cugino83

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Interesting, this confirm the leak I've stumble upon last week.
The new contermesure sare interesting especially the decoy field open up new gameplay: think about boarding action. Attacher can launch the decoy field ner the target and then move to assault it whithout the defender know where the attacher are breaching in untill they actually do that.
I also suspect that this type of CM will interfeer with the missile "time-to-impact" crono, so that a friendly fighter can dump it near the target and THEN a dedicated torpedo carrier can launch the torpedo without it being "traked" by the target.

I'm kinda perplex instead by the limitation of 1 missile lock per rack.
This limitation seams fine for normal underwing-style missile rack, but for custom type, like the one on the Costellation or the Freelancer MIS for example this feel like a strong limitation: not only those rack will have some custimisation limitation but also doesn't get any advantages (as far as I'm avare of..) compared ot the standard one.
I'll expect those customized type CIG will review these new limitation once the flash out the new mechanics and introduce the "missile operator" gameplay.

Looking forward to see these new missile gameplay and how well (or not) CIG balance the easy to lock and the easy to evade parameter..
 

Doggen

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Doggen
Add a missile command minigame for crewmember, give the leechers somethign to do!
 
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