Commanders researches very rarely guided missiles but never homing. But why never go for homing? At a test session we had a fight with 2 LT MKII (regen, 3phase, salvo homing) against one heavy tank (compo or reflective, 2xrailgun). Of course the 2 LT won this fight, because salvo homing is perfect for hit and run attacks. Instead of regen armor reactive should also work. Without the homing lock the salvo missiles have no spread, so they are also good to snipe turrets and buildings. For a quick overview for the plain weapons stats have a look on this: http://wiki.empiresmod.com/index.php?title=Image:Armor_weapon2.gif
homing is a great weapon but if you dont get 50.cal for the "vet´s" they start to whine about not being able to whore kills.
Because I can have to stop and aim, instead of rushing into the ass of the enemy and shoot everything I got. Kind of.
Homing? I find it has three problems.. - Too much heat - Lock on time is too long - Missiles are too slow That's why I never consider them a threat really, I just rush whoever is using them and blow them to bits before they can even fire the damn things.
Is heat really a problem? ML=6 Salvo=3 Guided=8/10 Homing=10 Salvo Homing=4 And lock on time is really to long. Maybe half the lock on time? And speed is very different for the homing missiles: Homing = 2000 UpgradedHoming = 2500 SalvoHoming = 1200 Any suggestions to make homing more useful? Or should just commander try out homing sometimes. It should work on any open and flat map, where you drive around the enemy and keep the crosshair also on the enemy.
what about making the lock on time dependant on the speed the vehicle has, in stead of the range etc then "ambushing" a tank gets an easy lock on :p
Bingo. Reactive/3phase are not as good as in previous versions so going electrical in general is a losing strategy. Also, I think homing should be changed where you don't have to lock on. You simply fire them and they seek the nearest enemy tank (within a certain range).
Homing loses it's lock for completely stupid reasons. A piece of single wall gets between you and your target? Lock lost. You get bumped and turn too far? Lock lost. A friendly tank drives in front of you? Lock lost. You fire all four missiles and need to reload? Lock lost. Sometimes even the server realizes you shouldn't have lost your lock, but the red diamond goes away anyway. It also takes forever to lock at a distance (where all weapons are generally ineffective) if you can't keep your crosshair exactly on the target, and loves to switch targets. First: Where do you see games where one team has twice as many players? Second: Did the tank have a base to retreat to? (Did it even try to retreat to favorable territory?) Third: Try that again in Slaughtered or Crossroads. Or heck, money. Fourth: How do you think two APCs with Bio MG and 3phase would have worked in the same conditions? Or heck, let's just do one LT with Bio ML. 1. Two tanks against one doesn't work if there's a vehicle limit or equal numbers of players. 2. "No tank battle is an island." -Not Some Famous Philosopher. 3. These maps and others have numerous opportunities for close range combat. The 'best' weapons in the game excel in these conditions; homing does not. 4. A heavy tank that sits out in an open area to fight an evasive opponent with an evasive weapon will always lose.
It was reflective. Once I got Compo and BioML I started eat you guys alive. As for the question of the situation: We was testing 2v1, yes I had a base, it was on Duststorm, and yes I did try to retreat. As for how long it takes to lock on, yeah, it is a bit ridiculous.... Lock on should be 50% faster (2/3 of current) and be even faster when at long ranges (To help encourage actually tank battles rather than bumpercars)
In a set of custom scripts I made, I made a 1 slot homing missile launcher with a somewhat short ranged lock-on that was almost instant. The missile itself had only a slightly better damage output than a standard ML. It worked really well and was a blast to use with a light tank.
Yeh, but if we get insta-lock-on, we get light tanks doing drive-by's, which gives NF the advantage on open-maps. If we give slow-lock-on, we get sniper tanks.
No, nobody uses them... Additionally, for the instant lock on, he was talking about a test he did, not a suggestion he is giving
with all this talk it should be moved into the suggestions thread. Anyways... ya homing sucks with its long lock on time. They have plenty of time to hear you trying to lock on to them and move away or come right at you and blast a hole in your face.
At close range you don't need homing, at long range the enemy can run behind a wall or another tank and drop your lock, making them just expensive UMLs.
homing could be driveby rockets... quick lock on and high hit chance, but long "offload" time or something
Or maybe sniper rockets? Like the should be? And make lock on hold around hills and stuff... so you could vert launch and strike from a distance