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April 4th, 2001, 10:43 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Missile mounts!
Reduced chance to hit target?!?
Missiles ALWAYS hit, regardless of the % shown.
Instead reduce speed or range.
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April 4th, 2001, 04:22 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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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.....
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"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.
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April 4th, 2001, 05:17 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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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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April 4th, 2001, 11:22 PM
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Sergeant
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Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
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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).]
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April 4th, 2001, 11:46 PM
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Private
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Join Date: Mar 2001
Location: Portland, OR, USA
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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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April 5th, 2001, 12:00 AM
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BANNED USER
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Join Date: Mar 2001
Location: Toronto, Canada
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Re: Missile mounts!
I think I know why the armored missiles won't work:
The extra shielding (armor) applies to the component only (ie the missile launcher). The missile itself is the same old missile, except the missile launcher itself can take a lot of punishment...
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April 5th, 2001, 12:25 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Missile mounts!
Why don't you just copy-paste the component? Simplest solution ever, & guaranteed to work.
The Mount-based range extension on missiles, it allows you to fire from farher away, but the seeker has the same fuel as before and fizzles out after going normal distances.
[This message has been edited by suicide_junkie (edited 04 April 2001).]
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