Page 1 of 3

Target nearest incoming missile

Posted: Mon Aug 02, 2010 2:36 pm
by Cody
Target nearest incoming missile

When I use this function, it targets the incoming missile fine, but only with the ident function, it doesn’t lock-on, so I can’t lob a missile of my own at it. Should I be able to do that, or not? I’d certainly like to be able to. I'm pretty sure that if I target an incoming missile manually, then I can lob a missile at it. I can certainly target my own missiles and fire a missile at them.

Posted: Mon Aug 02, 2010 3:04 pm
by Cmdr Wyvern
Hmm. If you're commanding a ship with flakgun batteries, then the turrets certainly get busy spitting plasma at the missile.
Otherwise... Well, if I have a ship targeted with ID, I found I can press T and have a missile instantly locked onto it. That might work with incoming missiles, too.

On a related note, I once was dogfighting a pirate that countered my missile by shooting his own missile at it.

Posted: Mon Aug 02, 2010 3:22 pm
by Smivs
Not really a recommendation but if the ship you're firing at launches a missile, a good blast of laser will occassionally take out the missile. I've dispensed quite a few this way (admittedly by accident) :)
If you really want a challenge, wait till you can see the missile spiralling in towards you and then try to laser it. :lol: It ain't easy, but it can be done. Best only tried with full-strength shields, though, just in case you miss :oops:

Posted: Mon Aug 02, 2010 3:51 pm
by Cody
Cmdr Wyvern wrote:
Well, if I have a ship targeted with ID, I found I can press T and have a missile instantly locked onto it. That might work with incoming missiles, too.
Yeah, that works for an idented ship, but it doesn’t seem to work for an incoming missile. With an incoming that’s idented, pressing ‘T’ just arms a missile… no lock-on. (It’s a tricky one for me to test thoroughly, though).
Smivs wrote:
If you really want a challenge, wait till you can see the missile spiralling in towards you and then try to laser it.
I have managed to shoot the occasional missile down in this way, but it is difficult… probably more luck than judgement.
Besides, the life of a contrabandista is enough of a challenge!

Posted: Mon Aug 02, 2010 4:42 pm
by Cmdr Wyvern
This nifty bit of iron was recommended on another thread, and may be what you need, Coyo'he.

...Unless you enjoy playing tag with hardheads. Personally, boom not it anymore isn't what I'd call fun.

Posted: Mon Aug 02, 2010 4:51 pm
by Cody
Cmdr Wyvern wrote:
This nifty bit of iron was recommended on another thread, and may be what you need, Coyo'he.
Yeah, I know about that ‘kit’… it’s my game ethos that’s the problem there, though. I don’t use any ‘game-changing’ OXPs… it’s why I still carry around a damaged, unrepairable cloaking device. Maybe when I’ve been playing this glorious game for another year or so, I’ll start to use the odd ordnance OXP… we’ll see.

Posted: Mon Aug 02, 2010 7:28 pm
by Cmdr Wyvern
Whatever makes you happy.

As for me, the abovementioned kit distracts the missile, leaving me clear to force-feed the pel'k that shot it at me a spicy meatball of death. And that makes me happy. :twisted:

Posted: Mon Aug 02, 2010 7:39 pm
by Cody
Cmdr Wyvern wrote:
Whatever makes you happy.
Oh it makes me happy alright, joyous even… apart from that unrepairable cloaking device (the logic of which still puzzles me), me and Rolling Thunder do pretty good. I might just have to hack that cloak, one day soon.

Posted: Mon Aug 02, 2010 8:05 pm
by Cmdr Wyvern
El Viejo wrote:
apart from that unrepairable cloaking device (the logic of which still puzzles me), me and Rolling Thunder do pretty good. I might just have to hack that cloak, one day soon.
[handwavium]The cloaking device is an exotic and rare piece of Ascender tech; the interior workings of which are barely understood, and engineers qualified to service it are in high demand, short supply.[/handwavium]

You have two obvious choices to fix it: Try Thargy's repair bot mine, or hack your savegame.
And one not-so obvious: Rumor has it that the wiz kids living on hacker outposts know how to fix a damaged cloak.

Posted: Mon Aug 02, 2010 9:02 pm
by Eric Walch
El Viejo wrote:
Cmdr Wyvern wrote:
Well, if I have a ship targeted with ID, I found I can press T and have a missile instantly locked onto it. That might work with incoming missiles, too.
Yeah, that works for an idented ship, but it doesn’t seem to work for an incoming missile. With an incoming that’s idented, pressing ‘T’ just arms a missile… no lock-on. (It’s a tricky one for me to test thoroughly, though).
What does work is going forward and backward through your target memory with +/- Those targets are locked as target. (Very nice all those extra actions in the heat of the fight :wink: )

Posted: Mon Aug 02, 2010 9:08 pm
by Cody
Eric Walch wrote:
Very nice all those extra actions in the heat of the fight
Yes, just what one needs, with an incoming hardhead or two... thanks Eric, I'll give that a try.

Posted: Mon Aug 02, 2010 9:16 pm
by Thargoid
Or as an alternative for my repair bots (or repair system), do the Aquarian Shipbuilding Corp a favour and then stop by at their HQ every so often. Their R&D boys might be able to do you a favour in return...

Posted: Mon Aug 02, 2010 9:32 pm
by Cody
You oxp salesmen never give up, do you… maybe when the (M)NSR appears.

BTW, I like the idea of Thargoid TV… makes me think of a soap opera, with dialogue made up from Thargoid curses.

Posted: Mon Aug 02, 2010 9:52 pm
by Cmdr Wyvern
El Viejo wrote:
BTW, I like the idea of Thargoid TV… makes me think of a soap opera, with dialogue made up from Thargoid curses.
BAWHAHAHAHA! That's rich!
And people think -my- wit is absurd. :wink:

Posted: Mon Aug 02, 2010 9:56 pm
by Cody
Confused... you will be, after this week's episode of 'Thargoid Soap'.