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		<title><![CDATA[First Strike Forums — Concussion Missiles]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=9667</link>
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		<description><![CDATA[The most recent posts in Concussion Missiles.]]></description>
		<lastBuildDate>Wed, 08 Sep 2010 05:15:57 +0000</lastBuildDate>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136725#p136725</link>
			<description><![CDATA[<p>Well the game is great.<br />I only recommend to use a smart missile longer.If it does meet the enemy it should be flying until he get its target and kill it.<br />I want also to see new weapon and gadgets that we can use during the battle.<br />Armor should be tighten so that it will not die easily.</p>]]></description>
			<author><![CDATA[null@example.com (Elizza347)]]></author>
			<pubDate>Wed, 08 Sep 2010 05:15:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136725#p136725</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136421#p136421</link>
			<description><![CDATA[<p>Can&#039;t you guys implement a lock on system that previous Star Wars space games had? In my opinion, that would be better for the Star Wars feel and it would be fair.</p>]]></description>
			<author><![CDATA[null@example.com (Slyfox_Elite)]]></author>
			<pubDate>Tue, 31 Aug 2010 20:20:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136421#p136421</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136404#p136404</link>
			<description><![CDATA[<p>Indeed, to avoid missiles just jink at the last second, obviously this depends on if you are aware of the incoming missiles, but the warning alarm does give you ample notice to start executing evasive manoeuvres like crazy even if you don&#039;t visually pick up the incoming missiles.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Tue, 31 Aug 2010 13:09:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136404#p136404</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136403#p136403</link>
			<description><![CDATA[<p>For the record, you <em>can</em> evade Missiles.&nbsp; &nbsp;Especially in a ship with boost.&nbsp; You just look like you&#039;re insane when you are doing it correctly.</p><p>Can&#039;t say that they bother me too much.&nbsp; In convoy raid a Y-Wing takes multiple missile hits before it goes down.</p><p>As long as your gunner doesn&#039;t start shooting early and give away your position, you can usually unload your whole payload on a freighter.</p>]]></description>
			<author><![CDATA[null@example.com (CAAM)]]></author>
			<pubDate>Tue, 31 Aug 2010 12:49:18 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136403#p136403</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136401#p136401</link>
			<description><![CDATA[<p>I&#039;m sorry, but it isn&#039;t as bad as you say, if you have the right number of players on for the right map size there are not too many missile capable craft compared to non-missile capable craft. I agree that it doesn&#039;t take that much skill to get a kill with the missiles, and spaming is a pain, but I think you do blow the problem out of proportion, I usually fly about 50/50 on <strong>Parmel </strong>between missile capable and non-missile capable fighters, and though I get a fair few kills with the missiles I get just as many if not more with my cannons, so it isn&#039;t all that bad, and the deaths I got were again pretty equal between missile and cannon fire.</p><p>Either way <strong>Twigs</strong> is looking at a solution which is a good compromise which should limit the amount of missile spamming on <strong>Strike at Parmel</strong> while still keeping the option to pilot missile capable craft.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Tue, 31 Aug 2010 12:40:21 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136401#p136401</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136397#p136397</link>
			<description><![CDATA[<div class="quotebox"><cite>bloodynoob wrote:</cite><blockquote><p>x wins /y wings /intercaptors are best counter for missile whores</p></blockquote></div><p>Of course because they don&#039;t take any damage from them. . . . . . . . right.</p><p> When I&#039;m flying a TIE-I, the majority of my deaths are from missiles.&nbsp; Ditto for flying Y-Wing on Convoy Raid.&nbsp; &nbsp;There is no counter for missile whores.&nbsp; Missiles can come from any direction (I&#039;ve been killed by an A-Wing which had no idea I was there, just as I was pulling up to get my killing shots on it with missiles), and don&#039;t even take the slightest bit of skill to get easy kills with.</p><p>I love playing on Taloraan as rebels, yet often detest it as Imperials (I love the TIE-I, but when there are a-wings it&#039;s not worth it) because as rebels there is no risk of random death by missiles.&nbsp; Convoy Raid - ARGHHH, both sides have to deal with the constant missile spam, it&#039;s awful.&nbsp; For parmel, even though I love the TIE-I, I am going to take TIE-D every time.&nbsp; I&#039;m not going to put myself at a disadvantage when the enemy is going to be spamming missiles.&nbsp; If they&#039;re going to do it, I&#039;m definately doing it too.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Tue, 31 Aug 2010 11:41:50 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136397#p136397</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136395#p136395</link>
			<description><![CDATA[<p>x wins /y wings /intercaptors are best counter for missile whores</p>]]></description>
			<author><![CDATA[null@example.com (bloodynoob)]]></author>
			<pubDate>Tue, 31 Aug 2010 10:51:27 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136395#p136395</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136382#p136382</link>
			<description><![CDATA[<div class="quotebox"><cite>Twigs wrote:</cite><blockquote><p>The missiles do not simply lock on to any target. There must be a target within your visual window for them to lock to.</p></blockquote></div><p><a href="http://www.youtube.com/watch?v=o2DN1G1w5Fo">http://www.youtube.com/watch?v=o2DN1G1w5Fo</a></p><p>First time I loaded convoy raid i assumed that the &#039;6&#039; counter corresponded to torpedoes. Flew to within range of the frighters and hammered fire...</p><p>and was confused as 6 missles flew off in different directions at ships I wasn&#039;t aiming at and killed 3.</p><p>Currently, in a dogfight, the ship with the missiles wins, he just needs to keep turning until his missiles reload.&nbsp; if he flies stright they&#039;ll do a 180 and get the guy behind him. <br />aiminh has very little to do with missiles, which can be a pain when you&#039;re trying to hit a particular guy- they&#039;ll often veer off and hit a Y-wing instead of the A-wing you were shooting at for instance.</p>]]></description>
			<author><![CDATA[null@example.com (RSF Angel)]]></author>
			<pubDate>Mon, 30 Aug 2010 23:01:17 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136382#p136382</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136373#p136373</link>
			<description><![CDATA[<p>it was just something i noticed when i played a 1vs1 at Parmel this morning.<br />My opponent was killed and i haven&#039;t even seen him, so we experimented a little and were able to kill us by firing missiles in what direction we ever wanted.<br />So, with the Countermeasures...<br />You surely know, in BF2142 there are player-activateble shields for the tanks, mechs and flyable vehicles.<br />How about using this system with limited reload and let it kill one missile per use? Add a typical &quot;Chaff&quot; effect for the cosmetics, that should do it.<br />Just my thoughts</p><p>I&#039;m happy to see my suggestions getting noticed. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (comsordan)]]></author>
			<pubDate>Mon, 30 Aug 2010 21:01:34 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136373#p136373</guid>
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			<title><![CDATA[Re: Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136364#p136364</link>
			<description><![CDATA[<p>I&#039;ll address your post first then make some other comments.</p><p>There are no counter measures at the moment (though I&#039;d love to add some at some point!). </p><p>The missiles do not simply lock on to any target. There must be a target within your visual window for them to lock to. Also, they do not live forever. </p><p>There have been some other suggestions from players addressed to me either in game or over XFire stating similar thoughts. The majority are of the opinion that on the map Strike at Parmel, they love the dogfighting aspect but do not like the so called constant missile spam. </p><p>In the map Imperial convoy raid, TIE Defenders and A-Wings feature prominently and also have the ability to reload. The differance between the two maps however is that Imperial Convoy Raid features a set objective for rebels, Parmel does not. The majority would prefer then to see a reduction in missile spam only on Parmel.</p><p>The way the game handles objects such as ships, means that in order to address all the points you raise, there is a good chance I would have to completely re-create a different type of A-Wing and TIE-Defencer plus missiles. That would then require a lot of testing as we&#039;d have to check them against every ship in order to look at how they are balanced. </p><p>I do have plans to reduce the missile spam on parmel though, and work is already underway. I do not want to give away just yet what the changes will be, but I hope to have it in the hotfix later this week. </p><p>Thank you for your input and suggestions.</p>]]></description>
			<author><![CDATA[null@example.com (Twigs)]]></author>
			<pubDate>Mon, 30 Aug 2010 17:29:07 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136364#p136364</guid>
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			<title><![CDATA[Concussion Missiles]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136362#p136362</link>
			<description><![CDATA[<p>Welcome to my first Post <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p><p>I noticed Today, that the Missiles of the A-Wing and TIE-Defender lock up on the nearest target in Range, wether it is visible or behind you or whatever... They just lock it and chase it, even through the thigtest twists and turns.<br />What shouldn&#039;t be that bad... If there were a chance to evade them!<br />The Missile just seems to live forever and i think, that makes Dogfights very lame, because just keeping your distance and fire your rockets right into the blue does allready the job.</p><p>Now:<br />restrikt the missile life-time to ... let&#039;s say, 15-20 seconds (for the record, in X-Wing vs. TIE-Fighter the Range of a Missile was limited to 2km) and maybe ad a little Icon, that indicates the locked on target, when in range. Under that range, the missile shouldn&#039;t lock the targets up.<br />And: I read about Countermeasures, but it doesn&#039;t seem that the standart CM-Key of BF2142 activates them. Am I mistaken at some point?</p><p>So, i&#039;m looking forward to your answers and ideas.</p><p>See you in space!</p>]]></description>
			<author><![CDATA[null@example.com (comsordan)]]></author>
			<pubDate>Mon, 30 Aug 2010 17:17:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136362#p136362</guid>
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