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Missile mounts!
For those who love missiles!
Long Name := Armoured Missile Mount Short Name := Armour Mount Description := Armoured weapon mount which increases damage resistance of a missile. Requires a vehicle size of at least 400kT. Can only be used on seeking weapons. Due to the weight, it has reduce chance to hit target. Code := AM Cost Percent := 150 Tonnage Percent := 150 Tonnage Structure Percent := 300 Damage Percent := 100 Supply Percent := 200 Range Modifier := 0 Weapon To Hit Modifier := -10 Vehicle Size Minimum := 400 Weapon Type Requirement := Seeking Vehicle Type := Ship Long Name := Extra Range Mount Short Name := Range Mount Description := A reduced damage seeker which has it's range increased by 5. Requires a vehicle size of at least 400kT. Can only be used on seeking weapons. Code := ERM Cost Percent := 150 Tonnage Percent := 150 Tonnage Structure Percent := 100 Damage Percent := 75 Supply Percent := 100 Range Modifier := 5 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 400 Weapon Type Requirement := Seeking Vehicle Type := Ship |
Re: Missile mounts!
Have you tried it?
I mean - does it work? Thanks! |
Re: Missile mounts!
Yep!
You should see the armoured Version of capital missiles, dam res 150kt, ouch! |
Re: Missile mounts!
That's was a good idea - they sound very effective...
I have come up with an interesting missile idea as well. I call it a "Concussion Missile" - it splits into several parts and causes a large explosion over a wide area - effective against fighters, drones, and seekers! |
Re: Missile mounts!
post it please!
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Re: Missile mounts!
Reduced chance to hit target?!?
Missiles ALWAYS hit, regardless of the % shown. Instead reduce speed or range. |
Re: Missile mounts!
Do these mounts actually work?? A patch or so ago I tried this with a 'miniMissile' mount, 1/2 cost, 1/2 damage and +2 range with 1/2 size for fun and everything worked except when I really looked at the damage. Try looking at a ships shield strength after one hit, it was always the seekers original damage, not the lesser (or greater for that matter) damage. It seemed the seeker damage takes priority over the mount damage. Have not checked this patch, has anyone else looked closely??
Just checking..... ------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: Missile mounts!
Yes, this has been my experience as well. Both the seeker damage and damage resistance have been unaffected by any mounts as far as I could see. I'll have to check again. I've heard (but not yet seen for myself) that the range is not extended either. I guess that the way mount work is only valid for direct-fire weapons and you're merely making smaller seeker components with mounts. I hope this gets fixed, though.
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Re: Missile mounts!
I hope that is not true!
I will have to have a good look at it, it showed up OK on the vehicle design page. Bummer! I would have liked to reduce the range but I was unsure if you could use a negative in the file for that! By the way I have seen missiles cause no damage, they always look like they hit! New bit--- I just looked at it and you can not increase the damage res of the missile only the component firing it. So it's back to redsigning new components such as the armoured capital missile, 20kt more resistant, 2 range down. Sorry guys its back to the drawing board. You can increase the range and damage. I change it to 150% damage, loss of two squares range. Called it overloaded missile. [This message has been edited by Aussie Gamer (edited 05 April 2001).] |
Re: Missile mounts!
In my tweakings I have also noticed that while seeker mounts "appear" to be correct, in combat use they default to their original settings.
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