Just stumble upon this leak from the Evocati patch 3.11d
Please note the following:
"Missile and Countermeasure QOL improvements
We have made some changes to missiles and countermeasures aimed to improve and stabilize their use.
Missiles will react to all countermeasures again. Missiles will lose the lock during the locking process if the pilot does not keep the target in the locking cone. Missiles do not have perfect target knowledge anymore. Fixed missile selection keybinds. Added missile selection HUD widget. Players can select which missiles they launch by cycling, which is shown on the HUD (currently unbound, but bindable in keybinds menu). Players can only simultaneously lock missiles of the same type if equipped to multiple racks, with 4 max.
For countermeasures, player now either launch decoys or deploys noise fields. A decoy is a projectile that emits a very strong signal to spoof missiles (works on all seekers). A noise field is a limited jamming space which affects all kinds of sensor readouts (including the launching ship if contained in the field). Removed seeker specific countermeasure handling. Replaced countermeasure keybinds. Updated VFX for countermeasures to the new effects system. Added countermeasure ammo counter to HUD. Extended missile warning HUD widgets with shortest time to impact display for each incoming seeker type. Slightly rebalanced all countermeasures so big ships, like the Carrack, have less ammo per launcher but heavier countermeasure projectiles with longer effects."
I think this is a really interesting feature that change the missiled use a LOT and make them both more usefull (being able to equip multiple missile for different situation a viable option) and less one.button win.
It whould not be the final solution but I feel this will rebalance the combat situation a bit...
Please note the following:
"Missile and Countermeasure QOL improvements
We have made some changes to missiles and countermeasures aimed to improve and stabilize their use.
Missiles will react to all countermeasures again. Missiles will lose the lock during the locking process if the pilot does not keep the target in the locking cone. Missiles do not have perfect target knowledge anymore. Fixed missile selection keybinds. Added missile selection HUD widget. Players can select which missiles they launch by cycling, which is shown on the HUD (currently unbound, but bindable in keybinds menu). Players can only simultaneously lock missiles of the same type if equipped to multiple racks, with 4 max.
For countermeasures, player now either launch decoys or deploys noise fields. A decoy is a projectile that emits a very strong signal to spoof missiles (works on all seekers). A noise field is a limited jamming space which affects all kinds of sensor readouts (including the launching ship if contained in the field). Removed seeker specific countermeasure handling. Replaced countermeasure keybinds. Updated VFX for countermeasures to the new effects system. Added countermeasure ammo counter to HUD. Extended missile warning HUD widgets with shortest time to impact display for each incoming seeker type. Slightly rebalanced all countermeasures so big ships, like the Carrack, have less ammo per launcher but heavier countermeasure projectiles with longer effects."
I think this is a really interesting feature that change the missiled use a LOT and make them both more usefull (being able to equip multiple missile for different situation a viable option) and less one.button win.
It whould not be the final solution but I feel this will rebalance the combat situation a bit...
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