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Author Topic: Assault Concussion Missile discussion  (Read 6800 times)

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March 28, 2017, 09:29:20 AM

Offline HobbesHurlbut

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Assault Concussion Missile discussion
« on: March 28, 2017, 09:29:20 AM »
Here are my rough stats for the assault concussion missile that would be found on warships (not starfighters  :P ) to start the discussion on what the stats should be.

Assault Concussion Missile   
Base Damage 36
Pulse Time 0.4s
Recharge Time 30s
4400

Damage Multiplier;
Vs. Fighter/Frigate/Capital Shield x1
Vs. Fighter Armor x0.5, Ship Armor x2, Station x2.5

Edited: Forgot to include the range.
« Last Edit: March 28, 2017, 12:10:27 PM by HobbesHurlbut »

March 29, 2017, 10:43:42 PMReply #1

Offline briG

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Re: Assault Concussion Missile discussion
« Reply #1 on: March 29, 2017, 10:43:42 PM »
Well if it WAS added what ships would you add it to?

March 30, 2017, 01:25:54 PMReply #2

Offline HobbesHurlbut

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Re: Assault Concussion Missile discussion
« Reply #2 on: March 30, 2017, 01:25:54 PM »
Well if it WAS added what ships would you add it to?
Nebulon B2 (Single tube), to be better than her predecessor Nebulon-B. Or should she be an escort frigate like Nebulon-B? A single tube isn't that effective nor are two tubes.
MC40a (twin tubes), supposed to be a light cruiser. Would she be better off with Assault Concussion for more anti ship firepower?
Nebula (8 tubes) and Majestic (8 tubes) I would say their intent for having those tubes is for ship-to-ship, so I would swap them out for Assault Concussion.
Viscount/Executor/Vengeance, this is a bit trickier; if you change their tubes to Assault Concussion they have no weapon that easily damage starfighters other than their starfighter complements but they would be accurately vulnerable to starfighters once again for having increased anti-ship firepower.

Victory SD I depends on which faction. If the lineups have some ships with good antistarfighter armament beside VSD, she could get the Assault Concussion (20 pulses instead of 72). And maybe for Crimson Command type Victory Destroyer, Crimson Command fluff doesn't indicate which Mark of VSD is used so if you go with VSDI you can swap out her missile loadout as indicated in the previous sentence.

Corellian Gunship (DP20 Frigate) is iffy, she is a gunship and designed to combat both starfighters and larger ships. If you swap out her concussion for Assault Concussion, she loses her effectiveness against starfighters, having only her quad laser cannons to fall back on. So I wouldn't recommend changing her tubes to Assault.

March 30, 2017, 03:12:37 PMReply #3

Offline briG

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Re: Assault Concussion Missile discussion
« Reply #3 on: March 30, 2017, 03:12:37 PM »
Well I can agree wholeheartedly that adding them to most NR frigates who currently have conc missiles would be good. They need all the help they can get in the ship-to-ship department.

Adding them to SSDs would make sense with their main purpose of annihilating enemy ships in mind. I love the VSD-I in its current form though so I wouldn't mess with it. They are already very capable ship destroyers, giving them more would probably be overkill.

March 30, 2017, 03:35:10 PMReply #4

Offline tlmiller

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Re: Assault Concussion Missile discussion
« Reply #4 on: March 30, 2017, 03:35:10 PM »
Crimson Command are all VSD-II's.
People should not be afraid of their government...governments should be afraid of their people.

March 30, 2017, 04:02:44 PMReply #5

Offline HobbesHurlbut

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Re: Assault Concussion Missile discussion
« Reply #5 on: March 30, 2017, 04:02:44 PM »
Crimson Command are all VSD-II's.
Where in fluff?

March 30, 2017, 07:42:43 PMReply #6

Offline Helix345

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Re: Assault Concussion Missile discussion
« Reply #6 on: March 30, 2017, 07:42:43 PM »
try the actual mod

March 30, 2017, 07:51:26 PMReply #7

Offline HobbesHurlbut

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Re: Assault Concussion Missile discussion
« Reply #7 on: March 30, 2017, 07:51:26 PM »
....why did you think I suggested if they could make Crimson Command VSD be mark I for the assault concussion missiles?

Just to make it clear what I said;
"And maybe for Crimson Command type Victory Destroyer, Crimson Command fluff doesn't indicate which Mark of VSD is used so if you go with VSDI you can swap out her missile loadout as indicated in the previous sentence."
« Last Edit: March 30, 2017, 07:54:11 PM by HobbesHurlbut »

March 30, 2017, 07:53:25 PMReply #8

Offline Helix345

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Re: Assault Concussion Missile discussion
« Reply #8 on: March 30, 2017, 07:53:25 PM »
why are you so insistent that the ccvsd should have assault concussion missiles when they already have it in the mod as a mk 2?

March 30, 2017, 07:54:58 PMReply #9

Offline HobbesHurlbut

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Re: Assault Concussion Missile discussion
« Reply #9 on: March 30, 2017, 07:54:58 PM »
why are you so insistent that the ccvsd should have assault concussion missiles when they already have it in the mod as a mk 2?
Oh my gods, the reading comprehension skills....

March 30, 2017, 07:59:09 PMReply #10

Offline Helix345

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Re: Assault Concussion Missile discussion
« Reply #10 on: March 30, 2017, 07:59:09 PM »
to start with I don't see a need to change any of the imperial ships to "assault" concussion missiles. But as the team  has already rigged and programmed a m2 crimson vsd into the mod, I don't see the need to give them more work for something that isn't an issue.

March 30, 2017, 08:00:39 PMReply #11

Offline HobbesHurlbut

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Re: Assault Concussion Missile discussion
« Reply #11 on: March 30, 2017, 08:00:39 PM »
That's why I said maybe on the Crimson Command VSD. And you do realize most of the ships I recommended are NR?

March 30, 2017, 08:02:28 PMReply #12

Offline Helix345

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Re: Assault Concussion Missile discussion
« Reply #12 on: March 30, 2017, 08:02:28 PM »
and you may have noticed I'm not talking about the nr. Maybe means that you're considering it as an option, thus I feel that it needs to be addressed.

March 30, 2017, 08:13:14 PMReply #13

Offline HobbesHurlbut

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Re: Assault Concussion Missile discussion
« Reply #13 on: March 30, 2017, 08:13:14 PM »
and you may have noticed I'm not talking about the nr.
I was responding to: "to start with I don't see a need to change any of the imperial ships to "assault" concussion missiles."

March 30, 2017, 08:20:31 PMReply #14

Offline Helix345

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Re: Assault Concussion Missile discussion
« Reply #14 on: March 30, 2017, 08:20:31 PM »
If I played the NR more, its very possible that I would disagree with you entirely as from my current experience, I've found that they rely heavily on maintaining fighter superiority and relying on their bombers for damage rather than direct ship to ship combat, thus meaning that these different missiles would make their ships basically good at everything making the faction itself vastly overpowered. I can't say that with full confidence though so I didn't. What I do know is that after countless hours playing the imperial factions, I understand that the last thing they need is another ship to ship weapon cause reasons. So I'm responding to your post where you said
 
Victory SD I depends on which faction. If the lineups have some ships with good antistarfighter armament beside VSD, she could get the Assault Concussion (20 pulses instead of 72). And maybe for Crimson Command type Victory Destroyer, Crimson Command fluff doesn't indicate which Mark of VSD is used so if you go with VSDI you can swap out her missile loadout as indicated in the previous sentence.

Because you seem to want to make changes that aren't really needed. And even then, I only commented on the crimson because I don't speak for the team, but changing the hardpoints sounds like unnecessary extra work.

March 30, 2017, 09:07:56 PMReply #15

Offline Revanchist

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Re: Assault Concussion Missile discussion
« Reply #15 on: March 30, 2017, 09:07:56 PM »
Deep breaths everyone. Deep breaths.
"History is on the move, Captain. Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way will not watch at all."
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March 30, 2017, 09:11:21 PMReply #16

Offline briG

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Re: Assault Concussion Missile discussion
« Reply #16 on: March 30, 2017, 09:11:21 PM »
Because you seem to want to make changes that aren't really needed. And even then, I only commented on the crimson because I don't speak for the team, but changing the hardpoints sounds like unnecessary extra work.

You make the OP sound like he's making demands here. This is a suggestions board for a reason.

From my experience playing Imperial factions countering NR is simple as moving your blob of IPVs/Lancers/Whatever somewhere between their bombers and your Star Destroyers. Then go into cinematic mode and watch the fireworks of exploding NR ships.

March 30, 2017, 09:17:18 PMReply #17

Offline Helix345

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Re: Assault Concussion Missile discussion
« Reply #17 on: March 30, 2017, 09:17:18 PM »
All I'm saying is that, in my opinion, it sounds like a bad idea.

From my experience playing Imperial factions countering NR is simple as moving your blob of IPVs/Lancers/Whatever somewhere between their bombers and your Star Destroyers. Then go into cinematic mode and watch the fireworks of exploding NR ships.

In my experience playing republic is telling my bombers and fighters to guard where the imperial fleet is and going into cinematic mode. The ai can't play NR because they send all of their fighters somewhere else making them significantly easier to kill.

March 30, 2017, 09:19:53 PMReply #18

Offline briG

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Re: Assault Concussion Missile discussion
« Reply #18 on: March 30, 2017, 09:19:53 PM »
All I'm saying is that, in my opinion, it sounds like a bad idea.

In my experience playing republic is telling my bombers and fighters to guard where the imperial fleet is and going into cinematic mode. The ai can't play NR because they send all of their fighters somewhere else making them significantly easier to kill.

Where can I try this version of the game where TIE Interceptors, Lancers, and IPVs don't exist?

March 30, 2017, 09:22:40 PMReply #19

Offline Helix345

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Re: Assault Concussion Missile discussion
« Reply #19 on: March 30, 2017, 09:22:40 PM »
A mass of nr bombers and fighters do pretty well, and if there are upwards of five ipvs you have your moncals tank and kill them and then send in you fighters. The lancer is something I totally disregard, it gets overwhelmed by bombers way to easily.

 

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