1 (edited by Proton8 2006-07-29 13:03:30)

Topic: No Missile Lockon?

Just a thing I was thinking about...

I loved the old style of dogfighting in bf1942 and all other WW2 games in that they had no missile lockons! In my opinion its a much larger thrill to mg someone than to just shoot two rockets when u hear a beep. Not only that but hearing beeps all the time and releasing flares, using overboost, and performing a lame shakeoff manouver that barley needs much skill is not as interesting in my opinion as avoiding the mg of your opponent. I mean the missile thing takes skill too to make it a good shot and the timing but I just dont like how u can shoot the missiles, turn away, and the enemy dies without you even seeing the kill. I think having to stay on that enemy's tail for the duration to shoot out the engines is much more thrilling. After all if you look at BF2 most of the players flying dont even use mg they just shoot missiles - something that ruined dogfighting for me.

Anyways as that was dragging on and I was going in circles let me get to my point. I think it would be interesting to have no lockon for at least some spaceships and instead have the missles just go straight like they did in GC. Mabey make it so that the fighter ships that might have lockon with missles (for example lets say an x-wing) can only shoot one at a time in long intervals. In addition the missles they do shoot would not be able to take an enemy out in one shot. Not only would that increase the use of mg but it might level the playing feild for rival fighters that dont have any missles (like a tie for example). This would also prevent people from going missile only like in BF2. I mean if people did that and there were no green/red lasers everywhere then this mod would be a faliure in my opinion (at least in the dogfighting aspect).

Oh and one last thing... mabey no ground lockon anti-air missiles except in places where spawnraping is possible (like main bases). Just keep to old style laser turrets for antiair lol!

Ok so that was just an idea I wanted to throw out there; mabey some of you think the same!



PS. Guess who's back, back again, the Proton's back, tell a friend.... Anyways i think I will get BF2142 just for this mod so you guys better make it quality (I know you will tongue).

http://miniprofile.xfire.com/bg/os/type/2/proton8.png
http://img402.imageshack.us/img402/5964/final1pq0.jpg

Re: No Missile Lockon?

Hi there, WELCOME back! I agree, it was much more awarding to take out an air asset with bullets. BUT, don't fear! In stock BF: 2142 that's exactly what you do. The fun Flaks are back!

Hey, you got your Star Wars in my Star Trek!!
Generalandrew = FS's Offical Band Geek!!
"I'm gonna kick you in the balls through TCP/IP!!!" - Andrew_Kirk_25
<SpecterWolf>    That's ok.. I blew him as well as a few of his buddies up that ditched an apc.. Explosions ftw!

Re: No Missile Lockon?

Why not just use the Star Wars flight sims for reference?

Give proton torpedos very very slight homing, so they're only really effective against capital ships and possibly a head-on with another fightercraft.

Give concussion misiles good homing capabilities, but make it so that one missile won't take down an enemy, just damage it.  Give them only to the interceptor craft, such as A-Wings.

Check out my blog about how wonderful the internet is, called The Wonderful Internet.
http://thewonderfulinternet.com/

http://stats.fsmod.com/fssig.php?player=Canadiens1160

Re: No Missile Lockon?

To tell you the truth I'm not sure where I stand on this. I always loved the proton torps whenever they used them in the Rouge Squadron series. But I don't want to have dogfights ruined, which I'm sure is what would happen if something clever isn't thought of to prevent it, since simply leaving the torps off would feel so unnatrul.
Canadiens' solution of having the torps have a very limited homing capability sounds intresting. That, paired with a good lockon warning alarm, might be enough to keep missles from overshadowing the more Star Warsey laser cannons.

http://i31.photobucket.com/albums/c387/ArcAngel227/FirstStrike.jpg
Futurama: You Can't Prove it Won't Happen

Re: No Missile Lockon?

I agree with canadiens. But what was it about flak in bf2142? That reminded me of those droid ships in ep 3.... Oh man those ships are saaahweet, Just wondering is there any Galactic Empire equivalent?

and how would tis be with bombers? Do bombers get lock-ons for there bombs? Or a tone when a target is directly in the bomb sights?

Oh yes one more thing, please make the torpedos and such go fast, in GC they were too slow.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: No Missile Lockon?

tie bombers always seemed like the carped bomer types to me.
but then again, it has been a long time since i was in one in a lucas game.

the rockets in gc where to slow, yes.
in x-wing vs tie they where just fast enof to stay ahead of your ship, but in gc i could cautch them myself (or whas that during testing in alpha :s)

Beta: Latin for "still doesn't work".
http://www.anime-planet.com/images/users/signatures/SirMarkus.jpg

Re: No Missile Lockon?

I am pretty sure they are Carpet bombers too. You can see that when they are on the asteroid. And the torpedos still go too slow Markus.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone