What is your favorite OXP missile?

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pagroove
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What is your favorite OXP missile?

Post by pagroove »

I'm looking for a good missile for the UPS boa missions. Right now I always need more than one missile. Well the last mission was really though because it (the boa) was escorted by 2 Vampire MK3 or IV (very though beasts), a Croydon Starsoarer (difficult to hit :)) and a Mamba s. I was in a bushmaster miner. But just managed with 2% energy left to kill all the escorts. But the Boa escaped and jumped to the next system. Eventually I got him but then I was 4 missiles later.

I always go straight for the prey so I try to concentrate on taking the Boa out as fast as possible.

Anyway having great fun but I want to know what are good missiles other than the normal ECM hardened.

What are your experiences?
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Post by Commander McLane »

Can't say, 'cause I don't use missiles at all. I'm a laser guy. 8)
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Post by JazHaz »

I would recommend the Missiles & Bombs OXP.

The AS-5 Blue Neon High Speed Interception Missile is a fast, lightweight missile, that's also pretty cheap to buy. It would be ideal for taking out the escorts, especially for the nimble Starsoarers.

As for the Boa, try using the AS-4 Orange Tear Immobilisation Missile to bring it to a halt so you can then destroy it with lasers.
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Post by another_commander »

The "Barkas Barrier" from Vector.oxp. For no particular reason, other than I feel somewhat related to it. ;-)
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Post by Commander McLane »

another_commander wrote:
The "Barkas Barrier" from Vector.oxp. For no particular reason, other than I feel somewhat related to it. ;-)
Sounds like a barrier against you, however. :wink:
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pagroove
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Post by pagroove »

Commander McLane wrote:
Can't say, 'cause I don't use missiles at all. I'm a laser guy. 8)
yeah normally me to. But this was a though pack so doing a little damage with missiles was my idea of reducing the resistance :wink:
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Post by JazHaz »

pagroove wrote:
this was a though pack
I'm guessing you mean "tough"?
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Post by UK_Eliter »

There are some interesting missiles in the MaegilsMissiles OXP, but to make them work well with the missile analyzer and auto chaff OXPs you need to modify the latter two OXPs. The missiles from the MaegilsMissiles OXP include a very fast hardened missile. There's also - from Missiles and Bombs OXP - the fragmentation missile, which packs a large punch, and the Quirium torpedo. There's also the nukes OXP, and a 'trident missile' from some OXP or other. As to the 'barrier' - and 'rocketeer' - missiles: players can't buy them, right? Also, just how does the barrier one work? Does it lurk until the player crosses a (an invisible) line?

PS: You were using a bushmaster? :!: :?: I thought that was hardly a combat ship.
PPS: I do find it a problem to work out just what missile to use in which circumstances. Take too long to choose and you can get blown up. And accidentally deploying quirium (and, to a lesser extent, some other weapons of mass-ish destruction) can go wrong, too.
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Post by X »

Scavenger missiles for me, while they're not a true missile the profits from those abandoned pythons that I happen to chance upon are nothing to laugh at.

That being said, I remember making a missile that would exponentially replicate as long as there were targets. The problem was that they would target EVERYTHING so firing a single into a swarm of thargoid drones meant I'd end up with several dozen missiles on my ass.
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Post by Thargoid »

UK_Eliter wrote:
and a 'trident missile' from some OXP or other.
Aquatics.oxp
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Post by Svengali »

Commander McLane wrote:
another_commander wrote:
The "Barkas Barrier" from Vector.oxp. For no particular reason, other than I feel somewhat related to it. ;-)
Sounds like a barrier against you, however. :wink:
You mean, because it's a missile? He - it's a gift/present/bonus, not a missile.
Ok, maybe it's a awkward situation to be on the wrong side of the warhead, but hey - be assured... there's a life after the ***Press Space***. If not, it's a bug .-)
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Post by pagroove »

JazHaz wrote:
pagroove wrote:
this was a though pack
I'm guessing you mean "tough"?
yes :wink:
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pagroove
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Post by pagroove »

PS: You were using a bushmaster? :!: :?: I thought that was hardly a combat ship.
PPS: I do find it a problem to work out just what missile to use in which circumstances. Take too long to choose and you can get blown up. And accidentally deploying quirium (and, to a lesser extent, some other weapons of mass-ish destruction) can go wrong, too.
Yes, It's in the Oldships2010.OXP. And as this is only a retexture.oxp (I did nothing with the ships itself except for the Monitor) I bought a Bushmaster Miner that was on sale. It's very rare to see one on sale. Of course it is equipped with mining laser on the rear but on the front I installed a military laser. Having only 3 energy banks some assassin missions are quite a challenge but do-able. As said this Boa was escorted even by 2 vampires MK IV (or III) one diamondback and one civilian. But I just managed :wink:
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Post by Eric Walch »

pagroove wrote:
Yes, It's in the Oldships2010.OXP. ......
Completely unrelated, but today I noticed a small bug in the old "Oldships.oxp (v 3.2)". While targeting the Iguana (with the target inspector), I noticed that it had the string "(0.2)" in its role list. That should not be a role so I opened the shipData of that oxp and looked at the roleset of the Iguana. It had a space direct behind pirates: "pirate (0.2)", making it two separate roles. And now you mention your "pimped up" version, I took a look in that one. It contains the same bug.

Not a bug that a player would notice but it results in making the ships appearance 5 times more likely than intended.
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Post by Chrisfs »

I like salvage missles despite the fact that I have yet to safely get a ship to a salvage ship and get paid for it.
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