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How do i make balanced missiles?

11.6k JesusChrist  2.7 years ago

They either end up extremely overpowered or too weak to be useful. Can anyone here give me tips on how to make properly balanced missiles?

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    @Korzalerke
    Alright, cool.

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO Ok so apparently i have no idea how time works and 3 seconds actually takes twice as long as i thought it did, i'll change the lockTime to be shorter. Thanks for the help!

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO Slow? Try firing an interceptor with the wasp, it takes like 10 seconds to lock on.

    2.7 years ago
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    @Korzalerke
    3 is pretty long. In my opinion.

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO My previous plane had it set to 3 and i thought it was already too fast...

    2.7 years ago
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    @Korzalerke
    I personally like to put it on 0.8, but if you want to make it more balanced, I'd say 1.6.

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO Hmm, but how about the lock time? How long do you think long and short range missiles should take to lock?

    2.7 years ago
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    @Korzalerke
    maybe.

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO Oh so if i have like a really high amount of heading and no speed the missile can turn so much it moves backwards?

    2.7 years ago
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    @Korzalerke
    Heading determines how much your missile can point it's nose.
    Velocity determines how fast your missile can turn. Heading will always override Velocity.

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO Yes but what are the exact functions of both? How are they different from eachother?

    2.7 years ago
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    @Korzalerke
    Improves the maneuverability on your missile.

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO Oh about that, what does each one of those values do exactly? I saw them on simplecheats but they seem a bit confusing.

    2.7 years ago
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    @Korzalerke
    By high maneuverability, I mean the velocity adjustment and heading adjustment more than 60.

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO A long range fire-and-forget air-to-air missile and a short range semi-active air-to-air-missile. By high maneuverability do you mean like the QAAMs in Ace Combat 04? (In case you don't know, you could literally fire off one of those, forget about it and it would be pretty much guaranteed to kill)

    2.7 years ago
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    @Korzalerke
    Depends on what you want. What do you want? A close range high maneuverability missile or medium range semi active missile or long range fast low maneuverability missile?

    2.7 years ago
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    11.6k JesusChrist

    @ZeroWithSlashedO How is that balanced? I meant like which lock time, max targeting angle, etc. values would be fair.

    2.7 years ago
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    I mean, you could use a missile with finite fuel that still tracks, Dunno how though

    2.7 years ago
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    11.6k JesusChrist

    @Juno Thanks anyway.

    +1 2.7 years ago
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    2,186 Chich2000

    @Korzalerke Lol sorry. I don't know much about modding or anything, but I hope someone can help you.

    +1 2.7 years ago
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    11.6k JesusChrist

    @Juno That isn't very helpful

    +2 2.7 years ago
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    2,186 Chich2000

    maths

    +1 2.7 years ago