Originally posted by pendell
I liked it because I *could* use it effectively -- just wait for the bad guys to get to the proper distance (about 8000 in WC4) and let 'er rip -- WHA-BOOM! Suddenly there are fewer bad guys.
I didn't really like the WC4 Mace, but the SO2 Mace was incredibly useful against capships - since it's not a torpedo, the stupid kitties just lets the Mace through. Bet they weren't expecting a nuclear blast from an ordinary dumbfire.
Originally posted by pendell
My most hated weapon was the coneburst/starburst for these reasons:
1. Weak damage.
2. Limited availability.
3. Difficult to use.
4. Unreliable.
Before I came here, that would probably have been my choice too. However, although I haven't the opportunity to try the technique myself, I remember someone (Crid?) saying that they're incredibly useful for taking out carriers with open hangar bays. Just a pity that the only enemy carrier you have the opportunity to use it on is the Vesuvius, and I don't think that the cone/starburst would do much against that beast.
Originally posted by LeHah
I was going to say the Leech Missile since I really didn't find it all too effective unless I battered the other ship to the point where I might as well kill it.
The WC4 leeches are probably not that useful (although I intend to use it in my next round of WC4, to minimise 'casualties'). But, as I found out recently, the leeches are excellent at taking down capship phase shields.
That Wraith was good for something after all.
Originally posted by LeHah
Also, who the heck hates the Dragon's/Black Lance's Fission Cannon? That gun was incredible.
Although I don't like using the fission cannon myself, I'll admit that they can be useful.
Originally posted by $tormin
I actually have found use for every weapon I have had a chance to use.
I found myself thinking that too, but I eventually voted for the laser. Turrets are worthless in WCP because of them, and I don't like their weak damage potential. They might have long range, but I prefer my fighting up close.
Originally posted by Unforgiven
INever understood why the loadout screen in WC3 gives a higher TacVal to HS missiles than to ImRecs.
The thing about HS missiles is that they have more warhead capacity than IRs due to a less sophisticated tracking system.
Originally posted by Sadic
I hate Dart DF! In the early WC like WC1, I found it was very hard to hit something smaller than a Ralari with it.
DFs are very useful against stupid Nephilim.
Originally posted by Darkwarrior
Heat seekers are the worst missiles alive because they never really and rarely hit the proper target.
I don't use missile very often in early WCs, but I think the 'problem' you describe is applicable to all missiles in those games. But I found the HS to be incredibly easy for the enemies to shake in WCP/SO.
Originally posted by junior
Pilum Friend or Foe - It's got the smallest warhead of any of the regular missiles, it has a habit of not targeting the ship I'd like it to target, and the IR missile lock doesn't take long enough to make much of a difference.
First point is valid. Second point shouldn't make a difference. Use your 'target nearest enemy' button more. ;-)
Originally posted by junior
Rocket Pods - itty bitty warheads, just common enough to make you want to use them at medium range, and the Nephilim have a bad habit of turning to one side the instant I fire one.
Er, pehaps you're just uncoordinated. ;-) I don't particularly like the RPs myself, but ships like the Tigershark, they can be useful.
Originally posted by Mad Hatter
I agree with junior, the Pilum FF truly sucks...
They're always useful against decoyless targets in WCP/SO.
Originally posted by LeHah
Fool! The secret of winning the last waypoint is to make your entire missile load FoF and then drop them all at once a few seconds after entering the area! You'll kill at least two fighters right off the bat, and soften up the rest of em.
What last navpoint are you talking about? If this is Privateer, I disagree. Most ships are faster than missiles, and they frequently outrun them.
And Swarmers do use laserlock - that's why they cannot be decoyed.