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Devs, some Issues with Railguns and Missile Lock Break


wvwraith

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I've been noticing some issues with missile lock break failing since the last 3 updates/patches. The second cluster missile is still hitting you when the break lock should disable it entirely. In one match alone, I had around 5 missiles that went through missile lock break. I didn't have multiple fighters on me and it wasn't pressed too late. There still seem to be problems here.

 

 

Another issue not getting addressed is the railgun drop. Its still happening for no reason at times and its dropping when you get hit by non-ion weapons. This shouldn't happen. Please address this because its still an issue for gunships especially since its hit/be destroyed in a lot of cases. Misses are understandable but weird drops on railguns are annoying.

 

 

 

Ion railguns seem to have an issue as well. I have full upgrades and have noticed non-scout ships speeding away as if nothing has happened. They were hit full charge. There's supposed to be a 6 second delay, but appears like 1 second. Not sure what's going on here.

Edited by wvwraith
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Ion Railgun only drains ~50ish. If the Scout had >50 energy before you hit it, or if it had S2E Converter or Booster Recharge or Tensor Field, it could still boost away.

 

EDIT: Oops, just realized I misread and you said "non-Scout".

 

Either way, any ship might have had >50 energy before the hit. Also, upgraded Power Dive has zero energy cost and propels a target forward significantly (after the 90 degree pitch).

Edited by Nemarus
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Also, upgraded Power Dive has zero energy cost and propels a target toward the nearest obstacle immediately (after or during the 90 degree pitch plus forward plus 180 degree roll plus asteroid seeking system engagement).

 

Corrected a spelling error.

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Verain, do you mean to tell me that you've spent all that time learning to aim railguns, but still haven't bothered to install your official Power Dive Periscope (pat. pending)?

 

Actually, I'm to lazy to rebind the view keys to reachable locations too. I just pitch up 90 degrees before hitting the damn thing.

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I've actually been using power dive a ton on my Sting and love it. It's not that hard to use without killing yourself, and seems to really throw enemies off your tail more reliably than barrel roll or retro. The zero energy cost means you really aren't ever hit by missiles. Edited by Kuciwalker
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Power Dive is a real lifesaver!

 

Once you get used to it, it's a free 10s lock breaker that also often "evades" pursuers because honestly people don't usually count with this dramatic movement of their target. All other engines are mostly one-axis moves - forward or backward from your starting position, but Power Dive moves you so much that I swear my enemies are often very confused when they see me roll this thing. 3 out of my 4 ships I bring to battle have it, and that's only because Comet Breaker can't. :)

 

As Romalina says, when not sure, tilt your stuff upwards 60 degrees or more and you shouldn't hit nothing.

And as Kuci says, free cost and 10s CD provide a HUGE missile protection.

 

Relevant to thread, I have also noticed the second cluster volley hitting after lock break, but I am not sure if it is just a visual or if it is actual damage (haven't got killed by it recently). I don't recall any other lock breaking issues, and my CB's slug doesn't seem to suffer any "drops" so I can't really confirm this stuff.

Edited by Slivovidze
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