Originally posted by Mekt-Hakkikt
Nah, the FF is traditionally the weakest missile. The formula seems: The more compilcate the guidance system, the less of a punch the missile packs (so the DF, with no guidance packs the most punch, the FF with the most sophisticated system the least punch). It is even more or less sensible that way. And as the damage descreases so does the speed, I think.
[Edited by Mekt-Hakkikt on 03-27-2001 at 08:09]
Well that seems to be reasonable, but is there really any reason to use the FF? The WCP official guide even recommends its use if you "don't know which missile you should use". That's completely nonsense. The best missile is and will always be the Spiculum IR (or the ALIR, of course).
I always use the IR, as it
a) is the most reliable missile
b) takes only a very short time to lock onto the target
c) does a lot of damage, especially when compared to the FF
d) is faster than the FF
e) hits always the target that I want to hit, not the one the missile wants
In WC4, I exclusively used the IR, with the following exceptions: I wanted to disable a target (LEECH), I wanted to kill Seether (Coneburst, great for 1:1 duels) or I flew the Dragon (I used the IR's here, too, however there were slots which required Heat Seekers).
I think it was great that you could choose your missiles as a Colonel, but the designers forgot to limit the missile storage. It would have been much more realistic and challenging if there had been limited amounts of the missiles (just like in US Navy Fighters). Lets say there were 40 IR's, 60 FF, 150 Hs on board. In the first missions on the Intrepid, you could have sticked to the HS, while you could use the IR's afterwards.
When escorting a supply convoy to the Intrepid, it would be realistic that this could replenish the missile supplies, while losing such an escort mission would make the situation even worse.
This went a bit off topic, but it could be a hint to the designers to implement intelligent missile management in WC 6 (when it is released
)