The Freelancer MIS is a BEAST!

Shadow Reaper

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Shadow Reaper

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yes, you could load Size 4 missiles on the Size 4 rack. You would need to buy a new rack. In the current SC lingo, it would be a "4-1-1" rack (the mnemonic is something like: "Size 4 hard point, fits 1 Size 4 missile") as opposed to the standard equipment "4-2-3" rack ("Size 4 hard point, fits 2 size 3 missiles").
Yeah, I was just looking at the missile rack page. Obviosly they will put severe limitations on this. I had no idea they had made efforts to actually implement what they had said about reducing a size and doubling the number. However, if you look at the missile rack tab, and follow the logic behind it, an Eclipse would be able to mount 96 size 4 missiles. Fired from stealth at 15 km, a single Eclipse could easily eliminate an entire fleet.

We can guess that will never happen.
 
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Talonsbane

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Yeah, I was just looking at the missile rack page. Obviosly they will put severe limitations on this. I had no idea they had made efforts to actually implement what they had said about reducing a size and doubling the number. However, if you look at the missile rack tab, and follow the logic behind it, an Eclipse would be able to mount 96 size 4 missiles. Fired from stealth at 15 km, a single Eclipse could easily eliminate an entire fleet.

We can guess that will never happen.
If this became the case, you could scatter some Eclipses around an area in an asteroid field & have them land on 1 that is able to hold a lookout position near a worm hole from another system. The moment an enemy fleet started coming through, it could slightly lift off the asteroid & start locking & firing its payload at the ships before they could get their defenses up as they'd exit. Reminds me of a few other games that I've played where that tactic was deployed & the only defense against it was to force through overwhelming numbers that then take out the ambushers.
 

Radegast74

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i put size 3 omniskys... and changed the 8 wing missiles to size 4... also have you guys done testing on how far out it can gain a lock???? its nuts... i was able to lock ships at like 10+km away... if only the missiles reached that far... EDIT: i guess the size 4 on my wings can... this will be interesting
here is the relevant page --> these guys rip the info from the data in the game packs. This is from 3.3, they haven't updated it for 3.4 yet:
http://starcitizendb.com/components/missile

the Size 4 missiles have ranges of 14k - 19k meters...tracking that is...not sure if that means they can get a lock AND travel that far, or if it is just for locking...I would assume if it can lock at that distance, it can travel that far. But, based on my memory of 2.6, the distances for the Size 1 and Size 2 missiles seem to be 2x the distance I can remember them being good for...
 
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Radegast74

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Yeah, I was just looking at the missile rack page. Obviosly they will put severe limitations on this. I had no idea they had made efforts to actually implement what they had said about reducing a size and doubling the number. However, if you look at the missile rack tab, and follow the logic behind it, an Eclipse would be able to mount 96 size 4 missiles. Fired from stealth at 15 km, a single Eclipse could easily eliminate an entire fleet.

We can guess that will never happen.
lol, I tried that a while back with my Retaliator...no dice...all the inside the ship torpedo bays are custom, you can't switch them or put in a different missile rack. You can only put a missile rack onto a missile hardpoint, external to the ship.
 
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Bawbomb

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was playing around with my mis alot today... reset my ptu account over them making the components milspec tho... as i had bought tons of spares of each of the components that now come stock... but goddamn the ship is fun as hell... and went through vanduul swarm so fast i thought i had like or 6 more waves when it ended.... i still run omniskys on the guns... the mantis are fun but i love that added range of the omniskys... tried those size 3 sawbuck things... they were only fun overclocked and overheated too fast... but i dunno... all in all the mk3 taranulas and the omniskys feel like solid choices for guns still...
 

atpbx

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General Fisting
I bit the dust and upgraded a cutlass to the MIS today as I couldnt wait for the flight ready sale. Its a great little ship.

Ammo prices are insane though, hopefully we get a sane balance pass.
 
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Radegast74

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i put size 3 omniskys... and changed the 8 wing missiles to size 4... also have you guys done testing on how far out it can gain a lock???? its nuts... i was able to lock ships at like 10+km away... if only the missiles reached that far... EDIT: i guess the size 4 on my wings can... this will be interesting
thinking out loud, we should see if @Camural has tested this already, or if he needs volunteers to help test this!
 
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BUTUZ

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Oh by the way guys for those saying you wish the freelancer has prisoner transport, you can actually transport one prisoner. You just have to pretend the back door is not working, trick them into trying to get out of the side door, then close the side door on them and they are there forever. Muhahahaha.

This guy thought he was joining a friendly crew to transport medical supplies. Infact he has now been sold to a tribe of mostly 20 year old ladies hockey players who also are part time slave drivers / pimps. (gotta diversify nowadays huh?) His life will be tough and possibly quite painful.

ScreenShot0130.jpg
 

Shadow Reaper

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I have always thought if they would put all of the qualities of the DUR, MIS and MAX together, THAT would be a potent missileboat. With a second set of engines one supposes the Max is pretty fast when empty.
 
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Richard Bong

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here is the relevant page --> these guys rip the info from the data in the game packs. This is from 3.3, they haven't updated it for 3.4 yet:
http://starcitizendb.com/components/missile

the Size 4 missiles have ranges of 14k - 19k meters...tracking that is...not sure if that means they can get a lock AND travel that far, or if it is just for locking...I would assume if it can lock at that distance, it can travel that far. But, based on my memory of 2.6, the distances for the Size 1 and Size 2 missiles seem to be 2x the distance I can remember them being good for...
Missiles should be able to travel further than tracking distance. Otherwise you couldn't use them on targets running from you.
 

Shadow Reaper

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Yes. The older component sheet listed missile range and tracking range separately. I think it was dropped in the current, but I don't have time right now to check.

Also, the tracking range is somewhat arbitrary in that is it for some specific target magnitude and the target size changes bases upon the makeup of the target and its orientation to the scan source. So for instance, if you pick up an Eclipse with radar cross section (RCS) while it's wing is facing flat to you, and then the pilot turns it so it's leading edge faces you, you could easily lose the lock, because the target cross section is suddenly such a tiny portion of what it had been.

CIG did say last year that they planned to implement as much real life stuff for scan and tracking as possible, so this is one area where theorycrafting should be useful, and a real world knowledge of how EM, IR and RCS tracking really works. IMHO, everyone needs to know the basics, or they are in a heep of trouble when it comes to everything from simple getting around to combat. Also, it does seem a really good electronic warfare specialist is going to need to be a little bit wizard, and you'll want these folks on your team.
 
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glockjs

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man going into AC with this ship when it's slow can be an enraging experience. most of the time it's 1v1 and it's vs a faster fighter. there's something about a fighter flying circles around me and the ship being too damn slow to even get eyes on the enemy that makes me rage lol. if you don't down something like a 325a or faster and it gets close you won't be able to see him again if it's a good pilot.

although i did run into a bad arrow pilot and he didn't know how to circle properly so that gives me hope that there will be enough bad pilots in the verse to have a chance lol. also it's so slow in AC right now it ends up being 1v1 most of the time and i think these ships will thrive in multiple ship battles.

on the pve side playing swarm/pirate makes me in lesbians with this ship so damn hard :D
 
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Michael

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man going into AC with this ship when it's slow can be an enraging experience. most of the time it's 1v1 and it's vs a faster fighter. there's something about a fighter flying circles around me and the ship being too damn slow to even get eyes on the enemy that makes me rage lol. if you don't down something like a 325a or faster and it gets close you won't be able to see him again if it's a good pilot.

although i did run into a bad arrow pilot and he didn't know how to circle properly so that gives me hope that there will be enough bad pilots in the verse to have a chance lol. also it's so slow in AC right now it ends up being 1v1 most of the time and i think these ships will thrive in multiple ship battles.

on the pve side playing swarm/pirate makes me in lesbians with this ship so damn hard :smile:

Afterburner, decouple and turn around? Ofc you will not have a chance if you let them cycle you
 

marcsand2

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man going into AC with this ship when it's slow can be an enraging experience. most of the time it's 1v1 and it's vs a faster fighter. there's something about a fighter flying circles around me and the ship being too damn slow to even get eyes on the enemy that makes me rage lol. if you don't down something like a 325a or faster and it gets close you won't be able to see him again if it's a good pilot.
Afterburner, decouple and turn around? Ofc you will not have a chance if you let them cycle you
Fly backwards 😁
 
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sum1

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get some EMP missiles in there, some cells in the back and The Mand'alor will be ready to hunt! so hyped to fly it, waiting for live.
 
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