countermeasures

Tips, tactics, and general discussion for Arvoch Alliance.
beard
Ensign
Ensign
Posts: 16
Joined: Sat Mar 03, 2007 4:43 pm

countermeasures

Post by beard »

exactley when should you launch the countermeasure??
Jeremy
Lieutenant
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Joined: Tue Apr 11, 2006 9:12 pm
Location: US

countermeasures

Post by Jeremy »

When you hear the missile warning sound beeping, usually. ;)
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Vice
Administrator
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Joined: Fri Apr 25, 2003 1:38 am

countermeasures

Post by Vice »

From the strategy guide:

How you use countermeasures is critical to their effectiveness. CM's are basically an ECM type device that drops behind and below your ship slightly. Missiles will usually travel fast enough to get very close to you before the CM's can trick them into exploding. It usually takes 3-5 CM's to bombard a missile with enough radiation/energy to get it to explode before it hits you. CM's can point their focused energy signals at any missile in a 360 degree range, but they need time for their beam of energy to cut through a missile. If a missile is heading straight for you and you're moving forward at it, then you're leaving less time for the CM's to work. Best advice in that situation is to launch the CM's early (before the proximity alarm rings) to give 3-5 units enough time to hit the missile with focused energy and cause it to explode before it hits you.
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3D Space Flight and Combat Simulations
beard
Ensign
Ensign
Posts: 16
Joined: Sat Mar 03, 2007 4:43 pm

countermeasures

Post by beard »

so this is as soon as you hear the beeps, or when the beeps start to speed up.

Also you have a line warning sytem in the hud. can you post a screen of what the lines should look like.
Jeremy
Lieutenant
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Posts: 242
Joined: Tue Apr 11, 2006 9:12 pm
Location: US

countermeasures

Post by Jeremy »

The line warning - it slowly moves to the right as the missile approaches. Usually I wait till the beeps speed up and the line gets quite close to the right before launching CMs.