Re: Shooting down missiles.
Posted: Fri Jan 20, 2012 1:34 pm
I kinda like the occasional missile that I can do nothing about (except run or cloak, if available).
For information and discussion about Oolite.
https://bb.oolite.space/
The problem I find with hardheads is that the following four are all true at once:Micha wrote:IMHO, the addition of hard-head missiles to the core game unbalanced it.
In Elite you had missiles and ECM. (and it was somewhat possible to shoot down missiles)
In Oolite, you have missiles and ECM and hard-head missiles which are (almost) immune to ECM. (and I don't think I've ever managed to shoot down a missile)
To re-balance, having some sort of chaff (passive/dumb) or anti-missile (active/smart) system (Shift-E?) part of the core game makes sense to me. It would have a number of 'shots' before it needs refilling.
Thoughts?
Same here ... I think it's about right, really. It makes the game that little bit harder. Hardheads aren't totally overpowered, and they're neither so common that they're irritating nor so rare that you don't remember to watch out for them. The basic missiles are virtually irrelevant, once the player has an ECM. There is a hardhead countermeasure, anyway: duck and run! And slap the ECM, too, because there's always a chance.El Viejo wrote:I kinda like the occasional missile that I can do nothing about (except run or cloak, if available).
You don't need to run away until the missile runs out of fuel. Dodge past it. A reasonably nimble ship (i.e. a Cobra III) can outmanoeuvre a missile. Get some distance, slow down, turn, speed up, shoot your opponent up while the missile loops back around. Missiles can't slow down, and have a much larger turning circle than a ship with a throttle.cim wrote:Once you have injectors (a cheap early-game purchase), running away from them until they run out of fuel is pretty straightforward, but also really boring.
I think that the hardheads are good balanced and the plain missiles are to easy once you bought a ECM. I often kill the hardheads with ecm. There is a 10% chance of killing it with a pulse. You only must keep in mind that when they receive a pulse, they will ignore new pulses during 5 seconds, so there is no need to keep the ecm button pressed. I normally fly away, press ecm and only press ecm again when the energy has recharged enough. And when the missile is still coming to close, I hit the injectors for a brief moment to make a bit distance. I fly a boa MK2. That ship can withstand a single missile so that I can risk getting a full blow when my shields are up.Micha wrote:In Elite you had missiles and ECM. (and it was somewhat possible to shoot down missiles)
In Oolite, you have missiles and ECM and hard-head missiles which are (almost) immune to ECM.
Code: Select all
FPS: 99, TAF 1x
Distance to target: 22.514089584350586, Damage on target : 234.65643310546875
Distance to target: 22.39680290222168, Damage on target : 236.73709869384766
Distance to target: 21.54970359802246, Damage on target : 252.6215057373047
Distance to target: 24.177915573120117, Damage on target : 207.87069702148438
FPS: 99, TAF 2x
Distance to target: 24.33380699157715, Damage on target : 205.59893798828125
Distance to target: 18.316633224487305, Damage on target : 330.6830711364746
Distance to target: 20.956396102905273, Damage on target : 264.718505859375
Distance to target: 18.91718864440918, Damage on target : 313.66439056396484
FPS: 99, TAF 4x
Distance to target: 14.672880172729492, Damage on target : 471.3724670410156
Distance to target: 21.385114669799805, Damage on target : 255.89285278320312
Distance to target: 11.117902755737305, Damage on target : 717.0250854492188
Distance to target: 10.669134140014648, Damage on target : 761.2103576660156
Ah, now that would explain the difference. My normal FPS is around 30 in flight, and I definitely get the sort of variation you see at TAF4x - sometimes a missile will leave me with plenty of shields to spare, and sometimes - especially, as you'd expect with this behaviour, if I'm not moving directly away from it - it will destroy my iron-ass Cobra instantly.Eric Walch wrote:I just did some tests. And as I can't lower my FPS easy, I increased my TAF. 4x TAF should be comparable with 4x lower FPS, so about FPS=25 on my system. Results:
With high TAF values (probably similar as low FPS values), there is a much higher spread in explosion distance to my hull and damage received. With 1x TAF only 75% of my front shield is blown away. With 4x TAF my shield was blown away in two tries together most of my energy banks.
sdrubble wrote:Now, if I only wouldn't botch the correct command-sequence [Shift-T + select pylon + arm + fire] 80% of all times when attempting this in a hurry...
Now that's a good explanation for my botched attempts - as I have sometimes have attempted the above sequence 3 times in a row, aiming at the same incoming missile, and couldn't make my Interceptor launch at all.Eric Walch wrote:When you have the right missile selected, you can immediately fire when targeted with the missileAnaliser. When you have it selected with shift-T, I think you loose the target again when arming the missile.
Mmmm, I had forgotten that the MA performed auto-locks on incoming missiles !!! But wait - there's more:Missile Analyser readMe wrote:When the pilot also has a Target System Memory Expansion installed, the MA is connected with it on installation and with an incoming, not standard missile, it will transfer the missile location to the first position in the target memory. When the pilot has anti ballistic missiles on board he just has to press T (to target his ABM) followed by M (to fire the ABM).
Now let's suppose a situation (which is indeed quite common) where you're fighting 3 baddies, and one of them has just fired a missile at you. You're a very smart and forewarned commander, so that besides the Interceptor Rack you've also got Missile Analyser and Target Autolock installed...Target Autolock Plus ReadMe wrote:...if the ship is attacked by surprise, or any other situation where there is currently no target set, then the attacking ship is automatically targetted.
minus
to rotate the targets), arms the Interceptor and immediately loses the lock (as per Eric's description). Meanwhile ANOTHER pirate fires at you, and TA dutifully loads it as the first target. And then... OK, you get the picture. No, thanks.cim wrote:Alternatively, what about making hardheads (compared with a normal missile):
- faster (so even injectors won't quite outrun them in a Cobra, but might buy you time)
Thank you for providing me with this excellent excuse.Eric Walch wrote:Looking at the code, it is possible that on low fps situations the impact can be fiercer, because the missile can fly closer to the target before triggering the detonation. And detonating closer to the target does progressive more damage. I have no idea how noticeable this effect of fps will be. Could be an interesting study Some time ago I wrote a test missile oxp that logs the distance and impact of every blow. Could be interesting to see how that would behave on low fps values.
Thx Thargoid!Thargoid wrote:@sdrubble - if you have a target set (either by MA or manually) target autolock won't do anything at all. If you have no target set, then it will lock onto the missile. But the chances are if you have something hostile enough to be attacking you, then it will already have autolocked onto that (again if you haven't manually locked onto something else beforehand).
Thx Thargoid - although I'm not sure to know what this 'r' ident-lock is... and how to act upon it.Thargoid wrote:My guess you had an ident lock ("r") rather than a missile lock ("t"). The two aren't the same - you can't fire a missile until you have a missile lock (pressing "t" if you have an ident-lock will switch it to a missile lock, so you can then fire it off with "m").
I know in the heat of combat before I've had to stop and think why my missile launching wasn't working - 99% of the time it's due to this.
That's a little bit like saying you don't know what this 'w' acceleration or 'a' laser-firing is. 'r' is one of the most basic key controls in Oolite. It turns your targeting system on and off (you know, the square box around a ship when you have it in your crosshairs, and the small arrow thing which points to its direction when you don't have it in your crossheads, and your target's name and legal status written next to the box). It's really one of the more basic functions of Oolite.sdrubble wrote:Thx Thargoid - although I'm not sure to know what this 'r' ident-lock is... and how to act upon it.
Maybe you wanted to say 'r' here... ?If you just want to study a ship you need your target system, 'd', not a weapon.