Guided Ordinance (missiles and torpedos)

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Gorre
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Post by Gorre » Mon Feb 18, 2008 8:31 pm

Do missile upgrades apply to dumbfire missiles?
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Hans Lemurson
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Post by Hans Lemurson » Mon Feb 18, 2008 8:52 pm

DF Racks use the latest warhead tech, as do the standard seeking missiles. DF Racks however also get a bonus from the VRF tech (precursor to point defense).
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Gorre
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Post by Gorre » Mon Feb 18, 2008 8:55 pm

Wow. Thanks much :)
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Slasher
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Post by Slasher » Tue Feb 19, 2008 2:50 pm

DF's don't get the missile engine upgrades or neutronium from ballistics though.
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Grifman
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Re: Guided Ordinance (missiles and torpedos)

Post by Grifman » Thu Oct 09, 2008 11:53 pm

Spoil me, I've played several games fairly high up the tech tree and haven't seen MIRV warheads. Where are they on the tech tree? Thanks.

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Re: Guided Ordinance (missiles and torpedos)

Post by Eleahen » Thu Oct 09, 2008 11:56 pm

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Korgan
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Re: Guided Ordinance (missiles and torpedos)

Post by Korgan » Tue Oct 28, 2008 1:19 am

I finally got the MW missiles on a Liir game(not exactly a great chance for them) and must say that I love em, if not so much because they're fairly effective missiles, but because they're just so darn cool looking, very much "macross" style :)

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Re: Guided Ordinance (missiles and torpedos)

Post by manty5 » Tue Oct 28, 2008 1:24 pm

Amen. And their effectiveness isn't all that bad either. You have to micro them for best effect... it seems their range is just slightly lower than normal missiles, so when missile kiting you want to launch them first then the normals, so that the enemy PD is busy playing with them while the normals eat their lunch. :twisted:

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Crazyshak48
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Re: Guided Ordinance (missiles and torpedos)

Post by Crazyshak48 » Mon Jun 08, 2009 10:34 pm

I have a stupid question. Do the rest of you prefer detonating AM torpedoes or regular AM torpedoes? I usually prefer the regulars for dreadnought busting, and I typically deploy them on my dreads and torpedo destroyers. However, I was thinking about swapping the regulars for detonators on my artillery cruisers, particularly given the success I've had with the nanite missiles on them (I play as Liir, so this is the first time I've used nanite missiles).

Thoughts?

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usermist2
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Re: Guided Ordinance (missiles and torpedos)

Post by usermist2 » Tue Jun 09, 2009 8:44 am

manty5 wrote:Amen. And their effectiveness isn't all that bad either. You have to micro them for best effect... it seems their range is just slightly lower than normal missiles, so when missile kiting you want to launch them first then the normals, so that the enemy PD is busy playing with them while the normals eat their lunch. :twisted:


And what's wrong with the PD eating the regular missiles first and then being hit with many mini-doom missiles?
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Re: Guided Ordinance (missiles and torpedos)

Post by ZedF » Tue Jun 09, 2009 10:11 am

The mini missiles each do half the damage of a regular missile. :)
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usermist2
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Re: Guided Ordinance (missiles and torpedos)

Post by usermist2 » Wed Jun 10, 2009 10:42 am

But there's more than 4 warheads per MIRV. That means that if the all of them hit, it does more damage than a large slot with missiles in it.
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Re: Guided Ordinance (missiles and torpedos)

Post by ZedF » Wed Jun 10, 2009 11:03 am

No argument with that; MIRV missiles are good not just because they are more evasive but also because the mini missiles do 50% more damage in aggregate than the equivalent amount of regular missiles. But, I was replying to this:

usermist2 wrote:
manty5 wrote:Amen. And their effectiveness isn't all that bad either. You have to micro them for best effect... it seems their range is just slightly lower than normal missiles, so when missile kiting you want to launch them first then the normals, so that the enemy PD is busy playing with them while the normals eat their lunch. :twisted:


And what's wrong with the PD eating the regular missiles first and then being hit with many mini-doom missiles?


You want the PD to play with the mini missiles because the mini missiles (a) are a lot more evasive and harder to shoot down with PD, and (b) each do half damage so if any given mini missile gets shot down, it's less harmful to your total missile damage output.
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Re: Guided Ordinance (missiles and torpedos)

Post by halo07guy » Sun Jun 28, 2009 3:36 pm

Anybody else notice this? It seems that in ANY some of the missiles your planet launches are going to be MIRVs. I noticed this during a battle against the Liir as Morrigi. I didn't have any MIRV missiles on my ships, and neither did they. I did see a planet missile split like one, however. The MIRV didn't even show up in the damage report, either.

Is this a bug, or something that was intended?
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Re: Guided Ordinance (missiles and torpedos)

Post by ZedF » Sun Jun 28, 2009 3:41 pm

In ANY, if you have MIRV tech, your planets shoot MIRVs as well as regular planet missiles (and heavy missiles if you have that tech.)
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