Antimissile package

Tips, tactics, and general discussion for Evochron Legacy.
PaulB
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Antimissile package

Post by PaulB »

I have a question I kept forgetting to ask whenever I've seen the AM pack mentioned.
Someone told me it goes in an equipment slot.
But do you have to activate it or does it just function on it's own when missiles are fired at you??

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Antimissile package

Post by Iron man »

Once you equip it, he will destroyed automatically the missile approaching. I ve to precise its not instant and need like a warm up...
Better way to avoid missile are fire on them with part i think.
Hope that helped
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Post by _-Caleb-_ »

From post: 171037, Topic: tid=11471, author=Iron man wrote: Better way to avoid missile are fire on them with part i think.
+1 to this :)

CounterMeasures and fire on missiles are the best way :) but the AM or the AutoCM are a BIG help for a rookie pilot :)
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Post by Iron man »

I jump on your thread PaulB if you don't mind.

I noticed the Excalibur missile going faster as speed than usually or I just getting old?? :cool:

[Edited on 6-15-2014 by Iron man]
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Antimissile package

Post by PaulB »

From post: 171037, Topic: tid=11471, author=Iron man wrote:Once you equip it, he will destroyed automatically the missile approaching. I ve to precise its not instant and need like a warm up...
Better way to avoid missile are fire on them with part i think.
Hope that helped
I do shot the missile in front of me - but when you are trying to kill a target in front of you - sometimes tou want something to take care of missiles coming at you from behind - and an auto mated system might save me trying to release CM's (and I only have 25) while trying to kill the target in front of me and ly at the same time. I only got so many fingers to press buttons and move Sticks.
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Antimissile package

Post by PaulB »

From post: 171042, Topic: tid=11471, author=Iron man wrote:I jump on your thread PaulB if you don't mind.

I noticed the Excalibur missile going faster as speed than usually or I just getting old?? :cool:

[Edited on 6-15-2014 by Iron man]
I don't know since I've only tried it recently - but someone said you could take down multiple targets with it. I've yet to see it take down more than one Target and I worry too much about any leftovers hitting a friendly ship.
I wish it worked like "I THINK it used to work???" and you could fire 4 at a time so get 2 shots. I dont' like the firing all 8 at one time.
Also - if you COULD fire 4 - then have 4 left and it would counting down to recharge the 1st 4 you had fired then it wold be a LOT more useful since you could have staggerd shots or fire twice to shoot all 8.
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Post by DaveK »

From post: 171048, Topic: tid=11471, author=PaulB wrote:
From post: 171042, Topic: tid=11471, author=Iron man wrote:I jump on your thread PaulB if you don't mind.

I noticed the Excalibur missile going faster as speed than usually or I just getting old?? :cool:

[Edited on 6-15-2014 by Iron man]
I don't know since I've only tried it recently - but someone said you could take down multiple targets with it. I've yet to see it take down more than one Target and I worry too much about any leftovers hitting a friendly ship. I've damaged a second ship a couple of times but never actually destroyed two - once was a friendly and once a hostile! :P
I wish it worked like "I THINK it used to work???" and you could fire 4 at a time so get 2 shots. I dont' like the firing all 8 at one time.
Also - if you COULD fire 4 - then have 4 left and it would counting down to recharge the 1st 4 you had fired then it wold be a LOT more useful since you could have staggerd shots or fire twice to shoot all 8. I've been asking this for several years! :D 1x8 or 2x4 or 4x2!! I'd pay a real premium for the package!
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Post by Marvin »

:cool: The problem with firing only a select number of the eight is this: if all eight will only destroy one ship (and damage a second), do really expect to destroy any ship with only four?
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Post by DaveK »

From post: 171050, Topic: tid=11471, author=Marvin wrote::cool: The problem with firing only a select number of the eight is this: if all eight will only destroy one ship (and damage a second), do really expect to destroy any ship with only four?
Good point! :o

So my wish is for an Excal MkII which costs an arm and a leg and has missiles powerful enough for a pair to do damage to and a quad to kill a medium strength target :P
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Post by Marvin »

:cool: A missile system like that would probably require some form of explosive or fissionable material ... the kind you'd need to store in cargo and replenish when you run out.
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Post by DaveK »

. . . micro amount of anti-matter extracted from the quantum vacuum foam? . . .

'Tentative theories (aka scuttlebutt!) have suggested that CDM harvested from the space around the ship could be the source of the matter needed to create the body of the missile and the control AI cores; a miniaturised quantum vacuum fuel generator could provide the fuel (equivalent to a miniaturised fuel processor station) and the small amount of antimatter to create the explosive warhead but this is all speculation (3 mins isn't long to recreate the reload of eight missiles!). As one pilot said in frustration when his unit malfunctioned a long way from a repair facility " . . . Vice only knows how the @#*$ thing works!"

Military research personnel, when asked how the Excal pack works replied (with straight faces) " . . . very well indeed!" '

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Post by PaulB »

From post: 171050, Topic: tid=11471, author=Marvin wrote::cool: The problem with firing only a select number of the eight is this: if all eight will only destroy one ship (and damage a second), do really expect to destroy any ship with only four?
I absolutely do with a set of 4.
If I can destroy a hostile with 1 or 2 Vipers or Rockeyes or Starfires then I can surely expect 4 excals to destroy a ship. Not a CAP ship perhaps but that's when you press the fire button twice instead of once.
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Post by Marvin »

:cool: Next time you use your Excals against more than one bandit, watch how many it takes to destroy one ship. At best, I've seen one or two Excals survive to lock up a second target.
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Post by SeeJay »

4 Excals will not kill any ship unless it's
already damaged.
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Post by Capt_Caveman »

I agree with seejay, excals are the weakest missle available.
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Post by PaulB »

From post: 171070, Topic: tid=11471, author=Capt_Caveman wrote: I agree with seejay, excals are the weakest missle available.
From Vice's Evochron Mercenary Universe page I think you both have it wrong.

The Excals are 800Yield x 8 = 6400 Y Total.
http://www.starwraith.com/evochronmerce ... iverse.htm

I've taken out AI with 2 Rockeyes at 1400Y x 2 = 2800Y so 3 Excals @ 800 x 3 = 2400Y is the same - disregarding speed and range differences.
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Post by SeeJay »

I have read everything I could find regarding the game.
I don't base my comment on data in a manual.

I've tried them many times. In reality they are
just paperweights, meaning they are totally useless
for me in combat. They ARE very weak and easy
to take out in game.

If they work for you, great, but I'll never use them
myself regardless of how many you can deploy
each round.
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Post by Marvin »

:cool: I use them all the time. Nonetheless, I wouldn't live long (in the game) by yelling at enemy ships, demanding that they blow up 'cause the statistics say they should.
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Post by DaveK »

From post: 171070, Topic: tid=11471, author=Capt_Caveman wrote: I agree with seejay, excals are the weakest missle available.
I agree, but as I said - to make it work we need a (much more expensive) MkII version with a bigger yield so that two could finish off a damaged ship, four could take down an 'average' ship (whatever those are :D ) and eight have a chance of doing major damage to a tough ship or take out a couple of ships in a furball.

Perhaps the argument is that if they are too effective then no-one would use any thing else, but make them really expensive and don't forget the recharge time which would minimise the temptation to blast all eight at the first hostile! :D

Still, a boy can dream . . .

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