Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Wapno on November 19, 2017, 12:51:50 AM

Title: All missiles should cost 0 ordnance points.
Post by: Wapno on November 19, 2017, 12:51:50 AM
I believe missiles should not cost any ordnance points.

Missiles in general are already a tough sell, since they are extremely limited and highly situational type of weapon. Thing is, installing them takes the same resource that could instead be spent on more flux vents/capacitors or better weapons/hullmods. At least in my case, 9 times out of 10 it's far, FAR more profitable to just rip out any missile launchers, leave their mounts blank and instead spend those OP points on Flux Distributor or other things that would last throughout an entire fight, instead of having a limited amount of shots, which can also be intercepted by PD to add insult to the injury.

There are even ships in the game with which its just outright illogical to mount missiles on, unless you want to waste OP. Exhibit A - Astral supercarrier. Has 2 large missile mounts. If you have any bombers in your loadout, I say nobody in their right mind would install any expensive missiles there, as those OP can instead be dumped into Expanded Deck Crew and/or vents to enable cycling your bombers faster with Recall Device.

Hence, I suggest to make missiles free, loadout-wise. That weapon category would no longer have to compete with regular weapons over ordnance points and would leave no reason to leave slots empty (at least those that support missiles).

Another thing is that it would justify missiles having limited ammunition.
Title: Re: All missiles should cost 0 ordnance points.
Post by: AxleMC131 on November 19, 2017, 01:16:40 AM
*Takes a deep breath*

Are you out of your bleeding MIND!!?  ???

Missile weapons are some of the strongest and most abusable in the entire damn game. This is extremely common knowledge. If you think missile weapons aren't worth it, you need to open your eyes and actually use the damn things for once. Missiles usually have extremely limited ammo because they are extremely powerful. Seriously. And yeah, they are situational. Why the heck wouldn't they be? That's why we have missile weapons for, quite literally, every situation. And in those situations they can often turn the tables on a fight almost singlehandedly.

Don't believe me?

Try a Sabot SRM Rack or two. Fling 'em against some well-shielded target. Watch the result.

Stick Harpoons on a ship and wait for a target to be overloaded. Watch the result.

Equip a Safety Overrides ship with Hammer Torpedoes and give it something to shoot at. Watch the result.

Fit those Squalls back onto that Astral and let it snipe the f### out of anything in the vicinity in advance of its fighters launching their payloads. Watch the damned result.

Noticing a pattern?

Then come back to me and tell me, with a straight face, "missile weapons are bad".



EDIT: If I come across as rude in this comment, it's partially because I'm tired, but partially because (and I apologize for this) that I actually think your suggestion is utter nonsense. And that doesn't happen very often from me. So if it helps, consider yourself lucky to be one of a very, very, very exclusive group of people in the world, and enjoy your day.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Wapno on November 19, 2017, 04:05:40 AM
*goes off to use missile weapons for once*
*comes back*

Yup sir. Missiles weapons are bad :)

In all seriousness, I actually never said missile weapons are bad in my previous post. They are not, in their own right. However, when pitted against virtually unlimited weapons, it's more profitable to put resources into installing/empowering the latter, instead of spending points on a temporary boost in firepower.

Meanwhile, I find all of your points completely invalid. I have a feeling you think I'm pulling all of this from nowhere - let me clarify I DO use missiles sometimes. I did test this all out. But every time I try it, after battle I go back to refit screen, uninstall all missiles, dump OP into vents/hull mods, test it, and I'm like "yeah, this really IS much better".
Missiles usually have extremely limited ammo because they are extremely powerful. Seriously. And yeah, they are situational. Why the heck wouldn't they be? That's why we have missile weapons for, quite literally, every situation. And in those situations they can often turn the tables on a fight almost singlehandedly.
Correction: They can often turn the tables on a SINGLE FRIGGIN ENCOUNTER. Because that's how long missiles will last you, unless we're talking about using Squalls or Locusts on several frigates.
"That's why we have missile weapons for quite literally every situation"? Well, we also have GUNS for every quite literally every situation, and these don't have limited ammo :) Seriously, it's all matter of opinion, but why would I spend points on "extremely powerful weapon with extremely limited ammo" (and meanwhile, mr. Point Defense doesn't quite agree with the "extremely powerful" part) when I can spend same points on a little bit less powerful weapon with UNLIMITED ammo? Bottom line - such considerations should not even be part of the game.

Try a Sabot SRM Rack or two. Fling 'em against some well-shielded target. Watch the result.
I'm not really surprised you've brought up Sabot rack, the biggest cheese of missiles.  And then wow! It really does overload ships!... THREE TIMES and afterwards you're stuck with a flying paperweight.

Stick Harpoons on a ship and wait for a target to be overloaded. Watch the result.
Yeah, I've seen the result. You wanna know what it is? Entire goddamn fleet dumps ALL of their harpoons on that single overloaded ship. That's at least 4 or 10 ordnance points on every ship down the toilet for the rest of the fight. And god forbid if that overloaded ship was in middle of a bigger fleet equipped with PD - then it may even survive that spam of harpoons.

PRO TIP: Tough fight in front of you, and you hate enemy harpoons? Buy yourself a cheap, rustbucket enforcer, place an officer on it, take control of it during a fight and then overload it on purpose. Now your enemy will throw all, or at least most, of their harpoons at that single enforcer and since you had an officer on it, you can recover it post-fight (assuming you had Fleet Logistics 1). Actually no, you don't have to do that - just use a carrier with shielded fighters - these provoke enemy to use harpoons too when they overload.

Equip a Safety Overrides ship with Hammer Torpedoes and give it something to shoot at. Watch the result.
Result: Same as harpoons, except this one can sometimes kill something. That is until it runs out of hammers. Seriously, for what convoluted reason would you pair up missiles with hullmod that adds 2x vent rate??? Movement speed doesn't make any difference if it's the shields/PD that stops your firepower.
Better idea: Equip a Safety Overrides ship with GUNS! Now it can actually reliably kill things, and enjoy the buff to vent rate from the mod.

Fit those Squalls back onto that Astral and let it snipe the f### out of anything in the vicinity in advance of its fighters launching their payloads. Watch the damned result.
*sigh* Yeah right, "snipe" with Squalls. As long as you're shooting at something slow enough to not move out of the way of those Squalls.
Result: Exactly the same as my main loadout (2 Tridents, 2 Longbows, 1 Broadsword, 1 Claw, 2 Ion Beams, Expanded Deck Crew mod) except you eventually run out of ammo on Squalls and you can no longer "snipe" stuff. AND you cannot use Recall Device as fast, because you had to sacrifice 40 worth of OP points from either Vents or EDC mod. Honestly, why for the love of god would you waste points on missiles on Astral? It has fighters - these are better AND unlimited.

Again, this is not about missiles being too weak. Bottom line is that they should not take the same points to install as conventional weapons. Former has a hard limit on ammunition, latter is infinite. They should not compete.
Title: Re: All missiles should cost 0 ordnance points.
Post by: TaLaR on November 19, 2017, 05:37:46 AM
Missiles are good in AI vs AI or as anti-player weapon. Or when you are shooting far above your weight category, like Afflictor vs Paragon. They also have some usage as *threat*. Just having one Harpoon and never launching it changes AI behavior somewhat, making it more conservative.

Squalls are also kind of special case - it's easy to make AI waste them all and eventually destroy launching ship. But it remains pretty much unassailable for single Cruiser/Capital while Squalls last. No other weapon/hullmod/whatever can buy reliable survival time vs player like that.

But outside of specialized cases, missiles are not worth it. Not for player piloted ship that is expected to destroy many AI-piloted ships and thus it's ammunition (if at all limited) should last most of it's CR time. Neither they are too good for AI ships that are expected to distract(and survive) vs overwhelming amount of enemies for extended period of time (which is what I usually want from my fleet).

Title: Re: All missiles should cost 0 ordnance points.
Post by: jupjupy on November 19, 2017, 08:13:34 AM
Even IF missile weapons were bad - let's just assume for a second that they are, it would make no sense to make them 0 ordnance points.

Take some insanely *** weapons, for example, like, the Thumper or something. That gun is basically firing darts against starship armor and it still costs something to mount. Why would something like a torpedo that at least has some use be free in comparison to that?


Now, putting that argument aside, I find vanilla missiles rather annoying, though I do believe they're not nearly in the same boat as modded missiles. As a player, getting spammed by 300000 harpoons is stupid, and getting poked by sabots every 5 seconds is equally frustrating.

The underlying reason is this: maximisation of burst damage in Starsector tends to be more efficient than maximisation of sustained power. If each of my frigates has 6 sabots and can overload an enemy frigate 6 times, versus the enemies which have none, I'm going to be winning every fight that has this kind of match-up will be in my favor. It is not difficult at all to take a missile-heavy fleet into a fight far above its weight-class, dump all the missiles, retreat, and repeat, without losing any ships.
Title: Re: All missiles should cost 0 ordnance points.
Post by: mehgamer on November 19, 2017, 10:27:14 AM
OK, so I'm going to take a different direction than pretty much everyone here and say I understand what you're getting at.  You're wrong, but I had the very same line of thinking as you for a while in my "Career" playing this game.  For a long while I saw no reason to use missiles on any ship at all, because - well - why would I waste OP on a temporary weapon when I can instead reinvest into more reliable and persistent things?  My flagships would almost never have missiles on them, because I was fine without using them so what was the point - even if harpoons on a wolf means I can kill things quicker, who needs speed if you already won?

But this thinking has several flaws.  Yes, you don't need missiles.  And yes, you can minmax a more "durable" build without using up your valuable and limited Ordinance Points on a weapon slot that you never use.  But minmaxing isn't everything, and you DO feel the slower kill speed without missiles when CR starts to tick and only half the enemy ships have died.

There are a lot of points I can make, and a lot of paragraphs I can ramble on about the exact, nuanced reasoning why someone would decide whether or not they equip a missile weapon on a given ship.  But instead, there are two ideas I would like to present you with in order to explain why I eventually broke out of my "war against missile weapons":

Firstly, I noticed something very subtle about the AI:  When a ship is at high flux, enemy ships will become more aggressive towards it, because they know that a kill may be possible. Ships who are at high flux, or worse yet "flux locked" and unable to fire their entire weapon loadout without risking an overload, are nearly defenseless against enemies with the flux pools to spare and enough mobility to run them down.  But, there is still one thing that "flux locked" ships are still capable of doing - firing missiles.  Missiles do not cost flux, and deal a LOT of damage in a very short time, and the AI is coded to realize this somewhat.  If a ship is at 90% flux and retreating from combat, even just the presence of a harpoon MRM sitting on its hull ready to fire is enough to make greedy ships think twice before chasing it down.  Personally, I found this invaluable when kitting ships for my defensive play styles - making enemy ships less eager to rush my vulnerable allies increases fleet survivability by magnitudes!

Secondly, starting to re-equip my ships with missiles made me realize something else.  Missiles give ships an upper hand in 1v1 fights.  Yes, I know, this is obvious, and you even pointed out this trait in your own post, citing that even though missiles work once, they only work the one time.  This can be true!  But consider your fleet not as a collection of ships fighting 1v1 duels, think of your fleet as a swarm of ships engaged with another swarm of ships, likely of equivalent size.  If each of your ships are capable of bursting down just ONE ship before losing a significant amount of their combat effectiveness, and your fleet has about the same number of hulls as the enemy fleet, that's a battle won!

If every ship in your fleet gets a kill, that's all you need to win!



Fitting weapons and systems on ships in this game is designed to be a game of tradeoffs.  Certain ships do better with certain loadouts, others can not manage to pull those same strategies off no matter how hard you try.  Understanding this is the key to victory, and arguing that one or more elements of the game should suddenly ignore this design betrays Alex's intention for Starsector.  Nothing should ever be zero OP (and yes, I include talons and mining pods in this), because it means they become the default option, and it reduces the opportunity costs inherent in loadout design.
Title: Re: All missiles should cost 0 ordnance points.
Post by: intrinsic_parity on November 19, 2017, 10:37:48 AM
Missiles are definitely more relevant in the early frigate v frigate fights because the burst damage is so massive relative to the damage a frigate can put out but there are also some powerful late game builds. The point of missiles is to allow ships to punch above their weight/do damage extremely quickly. It would definitely be absurd to make them cost 0 op.

My favorite example of a good late game missile build is a missile boat aurora. I use 2x sabot pods (forward medium hybrid and rear hybrid turret) 4x single reapers (forward small hybrids) 2x heavy blasters and then tac lasers and pd in the back. I max vents and use expanded missile racks and a range boosting hull mod. The two heavy blasters are more than enough firepower to deal with anything smaller than a cruiser. A couple sabots will get any cruiser near max flux, and heavy blasters will tear through armor, you can use a reaper to help if necessary. All of this however can be achieved with a SO variant. The real power is dumping 8x sabot and 4x reaper into a capital. Only the paragon can tank 8x sabot on shields, anything else will be nearly maxed out on flux and then you dump 4x reapers into them. In a 1v1 this might be tough but in a fleet context, it is fairly easy and low risk since it does not build any flux. A SO/blaster build will not be able to that kind of damage to a capital ship without massive fleet support.

With expanded missile racks, you have 48 sabots total. I almost never run out. I just need to be careful to save reapers for the biggest targets.

This build also has the advantage of killing things extremely quickly, which can make a huge difference in terms of peak performance time concerns. Finishing a battle quickly saves you CR loss which in turn saves you supplies. I can't even imagine how strong I could make an aurora if all missiles cost 0 op...
Title: Re: All missiles should cost 0 ordnance points.
Post by: Linnis on November 19, 2017, 11:07:44 AM
Pilum and Salamanders are weak.  Sabots a bit too strong.

Honestly I wouldn't mind if they had 0 OP cost, as everyone's ships would get "stronger", except medusa, poor medusa.

Almost every AI ship uses missiles anyways. Without them battles are 100% one ship will win over the other, the only real wildcard is stupid AI mistakes and missiles. Also ships will just end up with beefier flux stats to take more damage from more missiles in the game.


It would not be that bad.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 19, 2017, 01:28:46 PM
I am not opposed to the OP, if missiles stay as they are.  I prefer all missiles gain regeneration instead, though.  I would use fighters' Swarmers over the limited four-shot if I had a choice.

With tight OP budgets, if I need to sacrifice something, missiles are always the first to go.  Sometimes, that is not enough, and I need to sacrifice more than missiles alone, but missiles are always first.

Missiles, in general, are terrible for endurance fighting, like for the player in a campaign expected to fight waves of ships; but missiles are good in a tourney setting where the enemy cannot outnumber you, you only have one fight to deal with, and you can launch everything in one burst.

Regenerators... Salamanders and Pilums are bad.  In 0.8, you need four Salamanders to get the reliability you used to get with two.  Pilums' hit points seemed to have lowered enough that even LR PD laser can shoot them down fast.  Regenerators are so bad that for a cruiser or capital, Converted Hangar and a wing of fighters fulfill the regenerator role bettter than either Salamanders or Pilums.  Salamanders may still be somewhat useful on smaller ships, those that cannot use Converted Hangar well, if at all.  Pilums are rubbish - too slow and too fragile, and no classic Missile Specialization to make them good.

Large dumb-fire missiles... worthless because of the hulls that can use them, Gryphon is much too fragile, Apogee has awkward mount, Conquest sacrifices broadsides to use them, and Astral sacrifices fighter power to fit the missiles in.  Player needs to find mod ships that can use large dumb-fires effectively without drawback.

SquallsLocusts are great.  Despite frag damage, they are an excellent generalist weapon due to overwhelming DPS and enough ammo to last some time.  Locusts are like a homing needler back when needlers had ammo.  They are worth using on a Conquest.

Squalls... I don't know.  From what I see, let's say I am not impressed.  If I need lots of kinetic damage, better to bring a Dominator with Mark IXs or some carriers with Longbows (for Sabot spam).

Reapers can be good.  Afflictor vs. Paragon is classic textbook case.

Atropos are a disappointment.  Clearly rebalanced for the sake of Daggers and ruined for playership use (not unlike Damper Field for Centurion and Brawler thanks to Mora).  They were better as "finger of death" in the 0.7.2 days.

Missiles I tend to use...
* Reapers - anti-Paragon on Afflictor.
* Harpoons and Hammers - either filler weapon on zombie clunkers and/or minor AI mind-control.
* Annihilators - defensive wall on Enforcers and other ships.
* Salamanders - harassers on ships that cannot use Converted Hangar.
* Locusts - homing needler on Conquest
Title: Re: All missiles should cost 0 ordnance points.
Post by: Shrugger on November 19, 2017, 01:42:12 PM
Missiles aren't really combat-economical as a primary weapon for most ships, and as a secondary weapon their ECCM and Expanded Racks upgrades can't really compete for OPs with ballistics and energy weapons.

In short and in my (mod-tinted) opinion, they're the weakest of the three weapons categories at present. They run out of ammo, the AI uses them poorly, and they do not share hullmods with other weapons.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 19, 2017, 01:50:58 PM
the AI uses them poorly
This is what kills MIRVs for me.  AI loves to squander them.

Similarly, AI likes to use Sabots as a shield breaker instead of as an unblockable hull smasher.  Sabots also do a decent job smashing armor on thinly-armored ships.  I tend to ignore Sabots on my ships.  If I want Sabots, better to bring a carrier with Longbows.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Igncom1 on November 19, 2017, 04:34:17 PM
I'm not too big on using missiles but there are times when I have had a good time with them.

Reapers aren't as strong as they used to be, they used to be some kind of red death that would violently delete cruisers from our dimension. These days they serve excellently as super heavy, one time use armour crackers that can be very good at putting Mora carriers down. They also make for fantastic cathartic weapons to use on disabled high-tech Wolf frigates. Nothing says die like gratuitous overkill.

Pilums I have found to be pretty poor when used in numbers below 5, but once you cross that threshold, especially with lots of bombers and fighters with flares you end up with map crossing missile death tides. As seen here, (Sorry to advertise):
https://www.youtube.com/edit?o=U&video_id=X8fhzvGCGDQ (https://www.youtube.com/edit?o=U&video_id=X8fhzvGCGDQ)
Very fun as they screw with the AI immensely and deny large portions of the map.

Annihilators are fun when massed but I find the AI mostly dumping them into empty space for the most part. Fun to use more then effective.

Sabots can be deadly to smaller ships as the AI has a tendency of dumping them all at once and completely overkilling their targets. Great for a limited use shield destroy but simply won't work in longer slugging matches that I tend to employ. It's far from a race case however for the AI to save them for a killing blow however. If and when you choose to use these can easily allow you to overload and opponent with little opportunity for them to actually intercept and stop you.

Harpoons tend to be used poorly by the AI, they get dumped on the first willing target available and are usually wasted. They are basic and pack a punch however, but I'll stick to Reapers/Hammers if that is all I want.
Title: Re: All missiles should cost 0 ordnance points.
Post by: TJJ on November 20, 2017, 04:14:19 AM
There is an imbalance relating to missiles, in the way that fighters armed with missiles essentially give you unlimited missiles.

Though I consider fighter balance to be way out of whack anyway*, so no point moaning about it atm.
*(unlimited force concentration, unlimited missiles, bypass flux & range mechanics)

The game was more fun when the battlefield wasn't dominated by annoying little hornets that diminish player agency.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 20, 2017, 05:05:53 AM
Right now, fighters are the only thing preventing the game from degenerating into a boring turtle-fest where the AI refuses to engage if they do not have the numbers to swarm and kill things as a pack.

It is nice fighters are useful again.  It is true that carriers are stronger than gunships, but in case of flagship, that is because player can stack speed boosts without penalty, while gunships lose shot range with UI and usually cannot use Helmsmanship 3 in combat effectively.  In other words, only carriers can kite-and-snipe like gunships used to do.

Quote
There is an imbalance relating to missiles, in the way that fighters armed with missiles essentially give you unlimited missiles.
This is precisely why missiles should be unlimited.  This is why I replace all missiles with Converted Hangar and wing of fighters on every cruiser and capital I have, if I cannot have both due to lack of OP.  Given the way the game handles fighters, fighters themselves are missiles that can shoot bullets or more missiles, and few of them do not need human pilots.  There is a reason why I write "fighters are better missiles than missiles".

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The game was more fun when the battlefield wasn't dominated by annoying little hornets that diminish player agency.
The game is different.  In 0.7.x, I had to solo every fight or else my ships died, and it was too hard to replace the ships and some weapons I liked.  Also, fighters were weak to the point of uselessness during 0.7.x, and with useless fighters, carriers were pointless.  On the other hand, 0.6.5 was fun, but it rewarded frigate swarms best if you were not doing food runs with huge Atlas fleets.  Early 0.6.x up to 0.6.2 was hideous due to loot and supply drain, practically required Atlas fleet led by overpowered Medusa just to loot endgame fleet once without overflow.  0.5.4 was auto-resolve for powerleveling.

P.S.  In any case, we need a ship that is strong enough to use large dumb-fire missiles (i.e., Hammer Barrage, Cyclone Reaper) effectively without loss of power.  Gryphon could be it if its stats were boosted to cruiser level.  (Pre 0.7.2 Aurora with large missile mount would certainly qualify.)  Otherwise, large dumb-fire missiles will always be bad in unmodded games as long as there is no worthwhile ship to use them on.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 20, 2017, 08:00:39 AM
Take some insanely *** weapons, for example, like, the Thumper or something. That gun is basically firing darts against starship armor and it still costs something to mount. Why would something like a torpedo that at least has some use be free in comparison to that?
Thumper is not that bad anymore, at least when you are stuck with Open Market weapons.  It will wreck ships that lost armor, or were thinly armored to begin with.  Arbalest and Heavy Mortars are relatively slow.  Thumper is fast and not to be underestimated anymore.  For ships with three ballistic mounts (namely Enforcer and Eagle), a Heavy Mortar, Arbalest, and Thumper combo is effective enough to be viable.

As for torpedoes, at least the small ones are fairly cheap and useful.  Bigger ones seem useful mostly as a playership weapon since AI tends to hoard torpedoes.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on November 20, 2017, 02:49:11 PM
I'm in complete agreement with Megas; the biggest problem with missiles is largely that they're one-and-done, and if they're not used ideally, they're just wasted OPs. 

Sure, they're great burst-damage for zero flux, but, with the exception of a missile-heavy flagship carefully controlled by a player, they tend to get wasted more often than not, especially vs. a player fleet that is equipped to handle it.  Yes, they give AI fleets an "equalizer" to punish players who've pushed the edge a bit too far, but I don't exactly fear missiles, personally.

As for shortening the time a battle takes... I've found it's the opposite.  Typically, I want to get the AI to launch its missiles if I can, to minimize risks later.  That takes time.  Missiles only "save" time, in the sense that the final kill on a bigger ship is a few seconds shorter... but the time it took to get that ship ready to kill is usually larger, because of what the OP said; I don't have the same depth of firepower and Flux.

I get that players abound who think that missiles are great because they can occasionally feel like a badass blowing away an Onslaught with Reapers or whatever.  But if you're playing a mixed-arms fleet that's designed to neutralize missiles (with firepower that can also contribute to ship / fighter kills), you can see they're not that cool.  If the AI did the same, players would largely be in agreement about this, I suspect.
Title: Re: All missiles should cost 0 ordnance points.
Post by: FooF on November 20, 2017, 07:22:24 PM
To the OP: No.

The point of missiles are to provide flux-free damage, alpha-strike potential, and/or an opportunity to exploit temporary weaknesses. Missiles win flux-wars and punch holes through armor that can literally take minutes to punch through with an ill-suited weapon but can be opened instantly with a missile.

The regenerating missile argument falls flat when I consider that the vast majority of combat situations are decided in less than 5 minutes. CR is built-in to prevent long kite-and-snipe engagements. Limited missiles also plays into a more "arcade"-type of battle. What I hear in this argument is that equipping missiles gimps a ship long-term. That may be accurate, but most of the combat mechanics encourage fast time-to-kill percentages. That's why Safety Overrides is what it is. I usually have missiles to spare at the end of battles because I try to maximize their effectiveness.

If I equip two Reapers on my starter Wolf, yes, I lose a few OP that could have been better served for Vents or hull mods but I gain the ability to absolutely crush a Destroyer that has me beat in all other regards save mobility. Missiles turn otherwise average ships into force multipliers for the fleet. The "Harpoon Hell" that occurs when a ship gets overloaded is so dangerous because even frigates are equipped with them and can contribute to the Alpha strike. Alternatively, it lets my little Wolf genuinely threaten even a Dominator. It won't win the battle single-handedly but a single torpedo creates opportunity for the rest of the fleet to exploit.

@ xenoargh

If you're designing entire fleets to fight missile swarms, the missiles are in fact doing their job, even if not a single one is fired. Every Dual-flak or PD laser you throw on a ship is a weapon mount that could have been more effectively utilized to kill another ship rather shoot down missiles. If missiles were regenerating, all that does it put more and more emphasis on PD, which lowers time to kill overall (because PD doesn't kill ships). What the game needs right now are more distinct "anti-fighter" vs. "anti-missile" PD. Currently, they do both and if you equip anti-fighter you get anti-missile, and vice versa.

Yes, the AI has a bad habit of unloading half of its ordnance on the first frigates in a fight. That's dumb and does create "wasted" OP for AI ships but if the AI were more judicious in its missile-use, I would come to the opposite conclusion: missiles are freaking powerful and I need to avoid/mitigate them.

Missiles can be improved but I don't think there needs to be wholesale change to their mechanics.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on November 20, 2017, 07:59:37 PM
You're kidding, right?

Dual-flak?

PD lasers?

Yeah, you're kidding.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 20, 2017, 08:01:28 PM
Re: PD weapons.
Depends.  PD tends to be flux-efficient.  Most ships do not have the flux stats to support assault weapons in every mount, especially flux hogs like blasters and Mjolnir.  For example, Dominator.  I would like to mount Railguns and Needlers in the small mounts, but it does not have the flux stats to fire them and Maulers and heavy weapons.  I usually end up mounting Vulcans in all of the small mounts (or maybe three light needlers in the front), and let heavy and medium mounts deal with assault.  Also, ships like Falcon and Eagle.  What will they use in the energy mounts?  Pulse lasers and blasters to brawl and have flux problems and give up their ballistic and range superiority?  No, those ships will likely use beams to backup their superior ballistic power, and some beams have PD as a nice side-effect.  Even high-tech ships have difficulty supporting more than a few non-beam energy weapons.

In case of LR PD laser, it is a general-purpose weapon.  It is designed primarily as PD, and not that great at it, but it also useful as Tactical Laser-Lite if flux cost (or weapon availability) is an issue.  More often than not, I pick LR PD Laser over Tactical Laser because the former is more common, faster, and cheaper to use than Tactical Laser.

Dual-flak is both among the best PD in the game and a good short-range assault weapon.  Not as useful for assault as before due to AI kiting-and-turtling so much now.

Most of the best PD weapons have a use beyond PD alone.

Then there is that weird weapon Devastator that seems assault first, PD second.

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If missiles were regenerating, all that does it put more and more emphasis on PD, which lowers time to kill overall (because PD doesn't kill ships). What the game needs right now are more distinct "anti-fighter" vs. "anti-missile" PD. Currently, they do both and if you equip anti-fighter you get anti-missile, and vice versa.
That is because the line between fighter and missile is blurred to the point of being mostly indistinguishable aside that missiles require green diamond mounts and LPCs require flight decks.  As for effectiveness, fighters are generally superior to regenerating missiles because fighters are fast and damaging, while the regenerators are too flawed.

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CR is built-in to prevent long kite-and-snipe engagements.
Unfortunately, the AI does not think so, and trying to force fights against the cowardly AI without fighters is a pain, either because my big ship is too slow or my small ships are not powerful enough to attack without taking casualties.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on November 20, 2017, 08:33:36 PM
Dual-Flak's all right, if you're just trying to save turrets, but it's not great otherwise.  I'd rather have two Flaks; more range, can engage two targets on different arcs, etc. 

For 50% less OPs than two Flaks, you get 1 more shot / second, which is meaningful, but not nearly as much as one would think, given the range disparity and damage difference- two shots of Flak kill a Hammer but it takes three from Dual Flak, due to the threshold-y nature of the missile hitpoints (which really should be built around Flak damage and all other PD adjusted TTK-wise to be balanced, imo).  Granted, late-game Captain bonuses can push Dual Flak over that particular threshold, but I usually don't want to spend their level-ups on that if I'm playing Vanilla straight.

Meanwhile, with a range of only 400, it's just not engaging quickly enough against fast-movers and it's almost useless against Sabots.  If Dual Flak had 500 range, it'd be arguable that it's better for builds where you only want one turret doing anti-missile PD on a given arc. 

But usually, on Enforcers, I lose 4 OPs and a turret to have two Flaks, which means that practically no Harpoons can get through vs. leveled Captains, because of the percentile nature of range bonuses, both Captain and Hull Mod, plus the late-game penalties of ECM.

name         range   damage/shot     OPs   energy/shot   chargedown   burst size
Flak Cannon   500   200            8      50      1              1
Dual Flak Cannon   400   150            12      50      0.33              1

I completely agree that LRPD is now what Tac Lasers were with PDAI, only cheaper and slightly less damage.  They're about the only buy for Energy PD right now; Burst PD is great for player-ships, but is terrible if you're building a late-game fleet to brawl, because of the ammo pool issues, PD Lasers have too little range and efficiency, Mining Lasers are even worse.  There was a squirrel-case for IR Pulse with PDAI, but I don't think it matters now that range kiting is so nerfed late-game by ECM.
Title: Re: All missiles should cost 0 ordnance points.
Post by: intrinsic_parity on November 20, 2017, 09:17:25 PM
I would generally agree that missiles are on the weak side but I still think that 0 Op is too far. Ships with universal/hybrid mounts would all be thrown out of balance. For instance, legion with 5x medium sabot pods would be insanely overpowered. It would have a ton of extra op to equip the best bombers or have incredible flux stats and weapons, plus unleashing 20 sabots simultaneously is already obnoxious in itself. Sabots in general would be incredibly overpowered. The are generally immune to PD since their second stage arms outside of PD range. I think sabots in general are a bit op when stacked, even in the current game build. They definitely don't need any help.
Title: Re: All missiles should cost 0 ordnance points.
Post by: AxleMC131 on November 20, 2017, 09:25:31 PM
To the OP: No.

The point of missiles are to provide flux-free damage, alpha-strike potential, and/or an opportunity to exploit temporary weaknesses. Missiles win flux-wars and punch holes through armor that can literally take minutes to punch through with an ill-suited weapon but can be opened instantly with a missile.

The regenerating missile argument falls flat when I consider that the vast majority of combat situations are decided in less than 5 minutes. CR is built-in to prevent long kite-and-snipe engagements. Limited missiles also plays into a more "arcade"-type of battle. What I hear in this argument is that equipping missiles gimps a ship long-term. That may be accurate, but most of the combat mechanics encourage fast time-to-kill percentages. That's why Safety Overrides is what it is. I usually have missiles to spare at the end of battles because I try to maximize their effectiveness.

If I equip two Reapers on my starter Wolf, yes, I lose a few OP that could have been better served for Vents or hull mods but I gain the ability to absolutely crush a Destroyer that has me beat in all other regards save mobility. Missiles turn otherwise average ships into force multipliers for the fleet. The "Harpoon Hell" that occurs when a ship gets overloaded is so dangerous because even frigates are equipped with them and can contribute to the Alpha strike. Alternatively, it lets my little Wolf genuinely threaten even a Dominator. It won't win the battle single-handedly but a single torpedo creates opportunity for the rest of the fleet to exploit.

Yes, yes, and yes. Thanks FooF for putting into comprehensive words what I was madly unable to last night.



Incidentally, I do want to apologise to Wapno for the manner in which I presented my initial counter-argument. It was rude, poorly-thought out, and at a time when my mind was definitely not functioning at full capacity (ie. late at night when I was about to go to bed). And while I stand by my argument, I will accept that some people find it more effective to swap missiles for extra ordnance points to use elsewhere - I just find that an extremely strange way of thinking, due to (for a start) FooF's above points about the strengths missiles have over other weapon types.

Nonetheless, I apologise profusely for my rudeness, and as per my own personal rules for such situations, I shall humbly bow out of this conversation henceforth.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Linnis on November 21, 2017, 02:04:27 AM
Regenerative missiles are fine, just town down sabots. I mean instead of pilum and Lashers with missiles spam now its just bomber spam.

The only time that non regenerative missiles feel like an designed choice is when having small fights with ships that will overload from being hit with an harpoon.

Otherwise anything that is not a sabot is useless in endgame.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 21, 2017, 04:50:50 AM
I prefer dual flak over single flak due to 1) turrets and 2) rate-of-fire.  I had times when single flaks fired their shots, stopped the first wave of missiles, then another wave gets through between flak salvos.  Single flak is good mainly when lack of either OP or dual flak availability is a problem.  The only time dual flak is not good enough is to defend against Squalls if there are not enough.  (Probably need about four dual flak to stop squalls.  Anything less needs Devastator backup.)

@ xenoargh: The biggest disadvantage of burst PD is availability.  Even if I want to use them, I do not have enough for more than a few ships.  As for Tactical Lasers, I am likely not to have IPDAI, so using it for PD is usually not an option.  Also, with less skill power, the flux cost of Tactical Laser can be a problem for some ships.  Finally, Tactical Laser is rarer than other lasers.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Wapno on November 21, 2017, 05:09:11 AM
I am not opposed to the OP, if missiles stay as they are.  I prefer all missiles gain regeneration instead, though.  I would use fighters' Swarmers over the limited four-shot if I had a choice.

With tight OP budgets, if I need to sacrifice something, missiles are always the first to go.  Sometimes, that is not enough, and I need to sacrifice more than missiles alone, but missiles are always first.

I must say, it feels good to see like-minded people around here. The latter part of that quote is exactly the problem I try to bring up with this topic - it is perfectly viable strategy to drop missiles and use their OP to reinforce other aspects of the ship. Since the same doesn't work the other way (as in, dropping guns/vents for more missiles is not as effective) it's an obvious balance problem.

I support regeneration for all missiles with all my heart. It would be absolutely awesome, but knowing how Alex stubbornly opposes that idea, I don't see it happening any time soon.

To the OP: No.

The point of missiles are to provide flux-free damage, alpha-strike potential, and/or an opportunity to exploit temporary weaknesses. Missiles win flux-wars and punch holes through armor that can literally take minutes to punch through with an ill-suited weapon but can be opened instantly with a missile.

Almost all of what you described can be accomplished with a proper setup of vents, guns and hullmods on a ship, including setups that vent more flux than their weapons generate. The difference is that this is going to last you an entire fight, while missile launchers immediately become dead Ordnance Points as soon as they run out of ammo.

If I have a choice between temporary damage burst on one side and constant, high damage output on the other, the latter is always going to win.

The regenerating missile argument falls flat when I consider that the vast majority of combat situations are decided in less than 5 minutes. CR is built-in to prevent long kite-and-snipe engagements. Limited missiles also plays into a more "arcade"-type of battle. What I hear in this argument is that equipping missiles gimps a ship long-term. That may be accurate, but most of the combat mechanics encourage fast time-to-kill percentages. That's why Safety Overrides is what it is. I usually have missiles to spare at the end of battles because I try to maximize their effectiveness.

I have a feeling some people tend to ignore the fact that combat in this game is almost never 1v1 duel, at least unless it's the very start of the game. It's not about killing a single ship as fast as possible, but usually defeating an entire enemy armada, preferably without losing any ship in the process. Missiles are perfect for overkilling one, similarly-sized ship, but in macro perspective, compared to a loadout that is tougher, has more DPS and can take more beating, they are a horrible sell.

About the last part of that quote - if you're left with missiles at the end of the fight, that only means you're hoarding them. I think Alex himself has stated on his blog (according to my memory, it was when discussing ship systems, right before their introduction) that if there exists a mechanic that forces players to hoard stuff instead of using it, then it's not a good thing, at least definitely not fun.

If I equip two Reapers on my starter Wolf, yes, I lose a few OP that could have been better served for Vents or hull mods but I gain the ability to absolutely crush a Destroyer that has me beat in all other regards save mobility. Missiles turn otherwise average ships into force multipliers for the fleet. The "Harpoon Hell" that occurs when a ship gets overloaded is so dangerous because even frigates are equipped with them and can contribute to the Alpha strike. Alternatively, it lets my little Wolf genuinely threaten even a Dominator. It won't win the battle single-handedly but a single torpedo creates opportunity for the rest of the fleet to exploit.

Exactly how are you going to crush a destroyer with a single Wolf with Reapers? Unless we're talking about a destroyer that's already overloaded or being attacked by the rest of your fleet, then you can even reaper-shot it with a friggin Kite, but still, you have to get through its shields first. And then, even after you crush that destroyer, you're not going to crush any more destroyers because you're out of reapers...

Alternatively, you can drop the reapers and equip that Wolf with Pulse Laser, or even Heavy Blaster + Safety Overrides. Now it can actually pose a threat to destroyers.

And as I've already mentioned in my second post, the "Harpoon Hell" is largely ineffective tactic, if not outright horrible, even considering if it's not stopped by PD from the allies next to the overloaded ship (which I see happening very often). Simply put, you're wasting OP from several ships from your fleet just to kill a single destroyer. In many late-game battles, there's at least 10 more waiting in the line, and you cannot take them down with "Harpoon Hell" anymore, because you're out of ammo - instead you will have to somehow deal with them using ships weakened by installing now-empty missile launchers.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 21, 2017, 05:59:25 AM
@ Wapno:  If regenerating missiles is not an option, then free or drastically reduced cost (akin to single-shots) of missiles as you proposed is not a bad idea.  Fighters, being indistinguishable from regenerating missiles other than being effective enough as a weapon, shows that regenerating missiles can work.  The same could be said about ballistics, though energy weapons lost its main advantage of unlimited ammo in the process.  I do not think fighters are overpowered per se (aside from Warthogs, maybe), but carriers do not suffer disadvantages normally suffered by gunships.  The main thing inhibiting pure carrier fleets is AI stupidity - they insist on sending their fighters to escort your flagship instead of at enemies to kill.  Currently, carriers are best used either as a solo flagship, as AI support for your frontline flagship to make use of their fighter escort, or bomber factories (in case of Drover or Astral).

If regenerating missiles is a bad idea, then so is fighters and unlimited ballistics.  Salamanders are merely a homing stun gun, and Pilums seemed to have been weakened enough that player probably has to build specifically for Pilum spam for it to have a chance.  (I have not yet tried to build a Pilum spam fleet in 0.8+, so I do not know if it still works.)  I remember Pilums used to take quite a beating before one could be shot down.  Today, they are trivially destroyed even by weak weapons.  On the other hand, Swarmers are much harder to stop.  LR PD laser used to stop them easily, but not anymore.  It is like Pilums and Swarmers swapped hit points.

Come to think of it, perhaps all missiles regenerating could raise gunships to the level of carriers.  It could extend general combat range, and Starsector needs more long-ranged combat.  Weapon range is generally too short, not much longer than the length of a few ships.

I would like to see MIRVs restored to their second version, which was the regenerating version of the first, since AI still cannot converse them (aside from one for a final revenge attack).
Title: Re: All missiles should cost 0 ordnance points.
Post by: Draba on November 21, 2017, 06:41:56 AM
Missiles in general are already a tough sell, since they are extremely limited and highly situational type of weapon. Thing is, installing them takes the same resource that could instead be spent on more flux vents/capacitors or better weapons/hullmods. At least in my case, 9 times out of 10 it's far, FAR more profitable to just rip out any missile launchers, leave their mounts blank and instead spend those OP points on Flux Distributor or other things that would last throughout an entire fight

I'm in the same boat, dumping missiles first on OP issues and think they are underwhelming considering their cost.
Way too unreliable when used by the AI, often still a gamble in the hands of the player(the obvious Afflictor torps aside).

Missiles aren't really combat-economical as a primary weapon for most ships, and as a secondary weapon their ECCM and Expanded Racks upgrades can't really compete for OPs with ballistics and energy weapons.

That's a nice summary: not strong enough to be relied on, too expensive for support.

I am not opposed to the OP, if missiles stay as they are.  I prefer all missiles gain regeneration instead, though.  I would use fighters' Swarmers over the limited four-shot if I had a choice.

Regeneration would be nice, but after reading the suggestion I think this one is even better.
If you don't have to pay an arm and a leg for missile OP costs they are still the short-term power boost they are intended to be.
Only the opportunity cost shrinks: you still brought something with more missile mounts and overall weaker stats into the fight, but at least it can have some decent weapons/hullmods.
Ship stats/mounts would need some tweaking though.

I think both versions would be improvements, in-combat missile reloads for CR would also make me a happy camper.
Both versions would also reduce the annoyance of AI wasting missiles like there's no tomorrow.
Title: Re: All missiles should cost 0 ordnance points.
Post by: FooF on November 21, 2017, 07:19:01 AM
@ Wapno

Flux positive firing of weapons only occurs when a.) you have SO's bonuses (and thereby reduce your longevity and range) or b.) when you max vents and use relatively weak weapons. Most of the ships in the game, especially the low-tech ones, are extremely flux starved. You can't be flux positive on an Enforcer without going almost all small mounts or PD. The point being, the only way to stay flux positive is to gimp yourself in some way, which is the same argument being made for limited-fire missiles. "High damage, all the time" doesn't exist without a trade-off and not utilizing missile mounts to save OP is typically not enough. I'd love to see some of the non-SO builds you're using where you can achieve this. SO is an exception to the rule and has its own strengths and weaknesses. It can't be used as a "typical" build.

Missiles allow for a ship to operate outside of its typical role. Or to put it another way, missiles have always been supplementary. They are not primary damage dealers nor are they intended to be so. The only ship in the game where this is the case is the Gryphon and it has a ship system to regenerate missiles. The "friggin Kite" can only hurt a Dominator with missiles. No amount of "proper vents, guns, and hullmods" will help a Kite defeat anything larger than itself. It takes the two missile slots to actually do something. Yes, the Kite is an extreme example but as I look across the board, very few ships have a ton of missile slots and most are used to supplement or compliment your primary loudout.

As I look from a "macro perspective," I don't see this as a zero-sum game. You can have hard-hitting, tough ships that also can nuke a dangerous target if the opportunity presents itself. I don't see why this has to be all-or-none. I have a very effective SO Hammerhead build that is flux positive and then I mount two Reapers up front. I could have saved 4 OP but for what? What can 4 OP get me that is better than insta-killing a highly-dangerous and tough Cruiser, even if it's only once? Had I omitted the missiles, I can whittle down the cruiser but in the mean time, it's still firing big guns at my fleet. I see eliminating the most dangerous targets as a much stronger damage-mitigating tool than adding a hull mod. But, that's the old argument of "the best defense is a good offense." :) But that's also why I oppose regenerating ammo because that Hammerhead, if given another minute or so to reload, could do that again, and again, and again...for 4 OP and 0-flux. You'd have to rework the entire missile system to account for regenerating ammo.

Finally, what kind of fleet actions are we talking about here? Early game, end-game, or...? If my early Wolf can use missiles to take out a Destroyer, that's absolutely a win, even if I can't do it again. The Destroyer was probably the biggest threat anyway. Taking out key ships is what causes momentum to shift or again, acts as a force multiplier for me. If I can't exploit temporary weaknesses with high burst damage, the bigger ship wins (with bigger guns, more vents, etc.), all other things being equal.

@Megas

Regenerating missiles are not the same as carriers with fighters (with/without missiles). Carriers have their downsides, namely being relatively weak in and of themselves and having a mechanic that slows down the regeneration over time. I doubt there would be any slowdown effect to the missile regeneration on a combat ship. It would likely be a fixed timer. Spamming bombers from carriers eventually gets the carrier into trouble and unlike combat ships, a carrier's "weapons" can be eliminated and thus, increase the time of regeneration.

For as strong as carriers are in this iteration, they still have factors that work against them. Regenerating missiles would have no drawback beyond reload time which, if you don't re-work the OP costs of missiles, would have to be high enough that balance isn't completely thrown out of whack. I hope no one is suggesting that Harpoons/Sabots have anything less than 1 missile/minute reload times. For a typical frigate, that raises one 3 OP rack from 3 shots to 6-7, assuming you use them early before your CR begins to diminish.

Now, if implemented, that means your average Wolf is going to be able to spit out 12-14 Harpoons/Sabots over its CR duration. That's twice as many missiles. It would be higher as the ship size and CR limits increase. The question I ask myself is: do I want 2-3x as many missiles flying around? Or perhaps more importantly, would regenerating missiles create a situation where I no longer value the limited supply (i.e. use them with abandon)? I'm a big fan of opportunity cost so using a missile now means I can't use one later. If I could count on regeneration, that decision-making is basically eliminated. I'd rather have the AI use them more intelligently rather that use more of them, to be honest.

As it relates to carriers, there's nothing I can do as a player from keeping that Wolf from firing 12+ missiles but I can slow down the rate that a carrier's fighters can be replenished. They are comparable but not indistinguishable. If every combat ship had twice as many missiles at their disposal over the course of the battle (even if it slows to a trickle after the initial volley), I can't do anything about that from a mitigation perspective besides slap on more PD or hope I can disable a missile mount via damage or EMP. The question I have to ask myself is: are twice as many missiles in the game good or bad? (And I would argue this needs to be taken on a missile-by-missile level. I agree with Megas on MIRVs, for example.)

Again, if missiles are intended to be supplementary (which I think is obvious from their current use and how their mounts are placed on hulls), does regenerating ammo enhance or sabotage this role? It would make using them less of a gamble but in essence, you've just created very slow reload weapons. I'm still a fan of high-risk/high-reward weapons but I admit, the AI needs to use them more intelligently.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Ranakastrasz on November 21, 2017, 08:07:04 AM
Before reapers took time to arm after launch, I loved using missile specilization for double missile cap, equiped two reapers on my personal wolf, and could "ram" two or four rigtes or even a destroyer or two to death. (or overload a cruiser, and put a big hole in the armor) After that, I still had normal wolf mobility and skirmishing for the rest of the battle.

Skimming to point blank, activating shields, throwing a nuke or w.e. reapers are, instantly hitting, overloading my shield with the instat kill's death blast and the reaper's own blast.... 13 seconds of overload and I go kill another one.

Shame they take time to arm now. Only good vs destroyers and up now. I want to hardwire my reapers to remove the safety fuse....

Hence why I have swapped to Rocket Pods. Takes more skill to keep on target, but you have way more, even if yield is significantly smaller. Makes a huge difference in duels.
Heck, even swarmers work on frigates. Sure, low damage, but its HE, and eventually wears down armor enough that it ends up being shield or nothing. And you can't dodge them, so have to move shield to block, or lose armor integrity.

Missiles are scary. While AI can be stupid with them, I still hold my breath each time I have to dodge a harpoon in a frigate, find salamanders extremely annoying (they hurt mobility a lot, and never stop) and sabots ruin your ability to fully rely on shields. (which regenerate, sort of, unlike hull)

The larger scale dumbfire missiles I have to agree are terrible, but while for a long time seeing destroyers with 4 reapers (not sure what the model name is) that they used to never fire.. That they do now is rather scary.
Especially since It tends to be surprising.

Overall, I actually spend OP on missiles a lot, because the alpha strike potential is so high. Breaks shields, breaks hulls, and doesn't require constant pressure or as much manuvering to use.

So Disagree. Missiles are reasonable as is. Large dumbfire varients are terrible, but thats not the same problem.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 21, 2017, 09:12:37 AM
Quote
Regenerating missiles are not the same as carriers with fighters (with/without missiles).
You got that right.  Regenerating missiles are ineffectual.  Fighters can actually kill things.  There is a reason why I put Converted Hangar on most gunships instead of wasting the OP on Salamanders and Pilums.  As for non-regenerators, it is a case-by-case basis.  Often, such missiles are mounted mainly for AI mind-control.

Dedicated carriers are unconventional, not weak.  They do not have the mounts like gunships, but, at least for a flagship, they do not need them except maybe for PD.  Maybe because for AI, PD at all makes them stupid (e.g., put flak on carrier, carrier thinks it needs to jump into a melee with it to fight).  As a flagship, carriers are superior to gunships except maybe Paragon.  Even then, Paragon cannot do much against enemy frigates until they swarm by the dozens.  The only reason for player to not use a carrier, is he needs to use a gunship to escort his fighter escort and not die.  Carriers work best as a backline unit (although some can tank if necessary), which hurts if your AI carriers' fighters escort you instead of killing enemies.  Before 0.8, player can take a skilled flagship and kite-and-snipe things to death without giving the enemy much of a chance to fight back.  Today, a carrier can send fighters at cowardly enemies and kill them without allowing them much of a chance to fight back.  All of the penalties mobility boosts have only affect gunships.  UI affects shot range, which carriers do not need, and fighters only generate minimal flux to block zero-flux boost... until Helmsmanship 3 comes along.

I rather have Heron than Gryphon.  Gryphon is a destroyer in a cruiser chassis due to its missile power.  It is usually the first to die, if left alone.  Heron is probably the most powerful cruiser because of its fighter power and it can kite.  Other gunships can close the gap a bit if they get Converted Hangar.

As for not preventing the enemy from firing missiles, we have shields and PD weapons.  Again, due to flux stats and some ship design, mounting PD instead of an assault weapon is not a drawback, especially for ships like Eagle where energy assault weapons do not mix well with long-range ballistics.  Plus, some PD weapons are multi-purpose.

I am generally not scared of missiles in 0.8, thanks to weakened missiles and weaker Missile Specialization.  The thing that bothers me most is cowardly AI running down the clock unless I have something fast to counter it.

Quote
Now, if implemented, that means your average Wolf is going to be able to spit out 12-14 Harpoons/Sabots over its CR duration. That's twice as many missiles.
This is not a problem.  If anything, that is a good thing.  Makes currently non-regenerators useful, if the attacker lives that long.

Quote
Again, if missiles are intended to be supplementary (which I think is obvious from their current use and how their mounts are placed on hulls), does regenerating ammo enhance or sabotage this role?
I would say enhance, since I have incentive to use them more.  Currently, I am inclined to use Converted Hangar plus fighters instead of missiles, because fighters are better missiles.

However, if regenerating is truly a bad idea (I fail to see why), then the OP's suggestion to make them free (or very cheap) is a good idea.

If missiles are considered super moves in a fighting game.  Then missiles should either be free (no OP) or start empty and build up ammo as they fight (maybe capture objectives for more ammo), then use the equivalent of Shin Shoryuken or Shun Goku Satsu late in a fight.  Missiles feel little more than a little Hadoken or other fighting game fireball.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Wapno on November 21, 2017, 09:15:34 AM
@ Wapno

Flux positive firing of weapons only occurs when a.) you have SO's bonuses (and thereby reduce your longevity and range) or b.) when you max vents and use relatively weak weapons. Most of the ships in the game, especially the low-tech ones, are extremely flux starved. You can't be flux positive on an Enforcer without going almost all small mounts or PD. The point being, the only way to stay flux positive is to gimp yourself in some way, which is the same argument being made for limited-fire missiles. "High damage, all the time" doesn't exist without a trade-off and not utilizing missile mounts to save OP is typically not enough. I'd love to see some of the non-SO builds you're using where you can achieve this. SO is an exception to the rule and has its own strengths and weaknesses. It can't be used as a "typical" build.

True, said Enforcer (and some other ships in the game, really) will struggle with bad flux economy, but I can't see how making it even worse by wasting OP on missiles is going to fix that. In my opinion "almost zero-flux damage output" is far better than "one-shot, temporary zero-flux damage burst". The fact that a player is even given a choice like this and an entire weapons class is worth discarding in order to boost other parameters suggests that there is an issue within balance that's worth addressing.

Missiles allow for a ship to operate outside of its typical role. Or to put it another way, missiles have always been supplementary. They are not primary damage dealers nor are they intended to be so. The only ship in the game where this is the case is the Gryphon and it has a ship system to regenerate missiles. The "friggin Kite" can only hurt a Dominator with missiles. No amount of "proper vents, guns, and hullmods" will help a Kite defeat anything larger than itself. It takes the two missile slots to actually do something. Yes, the Kite is an extreme example but as I look across the board, very few ships have a ton of missile slots and most are used to supplement or compliment your primary loudout.

Apart from even said Gryphon being a joke (since its system is just as one-shot as missiles themselves and it's nothing but Expanded Missile Racks in a form of glorified ship system), a big question is whether using such "supplementary" weapon at the cost of significantly weakening performance of the main weapons is worth it or not. Most often I come up with answer not.

And just like you pointed out, Kite is an extreme example. It's just a bad ship, lingering among the class of hulls like the Buffalo mk.2.

As I look from a "macro perspective," I don't see this as a zero-sum game. You can have hard-hitting, tough ships that also can nuke a dangerous target if the opportunity presents itself. I don't see why this has to be all-or-none. I have a very effective SO Hammerhead build that is flux positive and then I mount two Reapers up front. I could have saved 4 OP but for what? What can 4 OP get me that is better than insta-killing a highly-dangerous and tough Cruiser, even if it's only once? Had I omitted the missiles, I can whittle down the cruiser but in the mean time, it's still firing big guns at my fleet. I see eliminating the most dangerous targets as a much stronger damage-mitigating tool than adding a hull mod. But, that's the old argument of "the best defense is a good offense." :) But that's also why I oppose regenerating ammo because that Hammerhead, if given another minute or so to reload, could do that again, and again, and again...for 4 OP and 0-flux. You'd have to rework the entire missile system to account for regenerating ammo.

Actually I think Reapers are a special case, simply due to the fact how dirt cheap they are, especially for destroyer tier. 2 OP is almost nothing and yes, that 4000 dmg is sometimes worth it. I say sometimes because more often than not AI is still going to waste it by dumping it into the blank void.

In any case, I can have a hard-hitting, tough ship that can also nuke a dangerous target once... but why not even harder-hitting, tougher ship that can tear that dangerous target apart without relying on a single-shot measure?

See what I'm getting at here? In almost every situation you present, taking the missiles out of the picture is a good, worth considering tactic. That's my main point - a player should not be presented with such a dilemma, because it means that a weapon type may be too expensive, impractical, unfun, or all of the above. And frankly, I think that's a good description of how missiles in Starsector currently are.

Oh, and about this: "You'd have to rework the entire missile system to account for regenerating ammo." - Look, if it results in a weapon mechanic that is actually fun to use, then you have all of my support for reworking the missile system from the scratch. Especially since reworking the missile system may actually take LESS effort than programming the AI to be smart about using a one-shot precious resource and stop wasting it.

Finally, what kind of fleet actions are we talking about here? Early game, end-game, or...? If my early Wolf can use missiles to take out a Destroyer, that's absolutely a win, even if I can't do it again. The Destroyer was probably the biggest threat anyway. Taking out key ships is what causes momentum to shift or again, acts as a force multiplier for me. If I can't exploit temporary weaknesses with high burst damage, the bigger ship wins (with bigger guns, more vents, etc.), all other things being equal.

You still didn't explain how are you going to throw those torpedoes past the shields of that destroyer (what, a second frigate with sabots? Well, that's two frigs - two good frigs can kill a destroyer even without missiles anyway). And if your plan hinges on those two reapers making their mark, then you're turning the battle into a gamble. You are relying on a single salvo that can miss, get absorbed by shields or get intercepted by PD and has a very good chance for that to happen. None of this happens to projectiles fired by guns of a ship with buffed flux stats.

It doesn't matter much what scenario it is. Early game - even one frigate is a big chunk of your fleet and it's not worth weakening it to overspecialize it as a single-shot strike ship. Late game - even after killing that one destroyer there's several more to destroy and one frigate would be more useful contributing its firepower to the battle instead of carrying limited missiles that may not even hit their mark.

@Megas

Regenerating missiles are not the same as carriers with fighters (with/without missiles). Carriers have their downsides, namely being relatively weak in and of themselves and having a mechanic that slows down the regeneration over time. I doubt there would be any slowdown effect to the missile regeneration on a combat ship. It would likely be a fixed timer. Spamming bombers from carriers eventually gets the carrier into trouble and unlike combat ships, a carrier's "weapons" can be eliminated and thus, increase the time of regeneration.

Who said missiles on a gunboat have to regenerate as fast as it takes to re-arm fighters? Obviously they have to take MUCH longer - otherwise this would nerf carriers severely and it would be questionable if it's even worth using them. In my opinion missiles should regenerate fast enough to account for every separate fight throughout the entire battle, and allow you to use a clip at least once every such fight. Suppose your Medusa has enough CR to last long enough to kill 5 separate destroyers during a fight - then Sabots should regenerate 5 salvos during an entire battle. Now, don't take those numbers as actual balance proposal - I'm just describing what the mechanic should look like.

For as strong as carriers are in this iteration, they still have factors that work against them. Regenerating missiles would have no drawback beyond reload time which, if you don't re-work the OP costs of missiles, would have to be high enough that balance isn't completely thrown out of whack. I hope no one is suggesting that Harpoons/Sabots have anything less than 1 missile/minute reload times. For a typical frigate, that raises one 3 OP rack from 3 shots to 6-7, assuming you use them early before your CR begins to diminish.

Now, if implemented, that means your average Wolf is going to be able to spit out 12-14 Harpoons/Sabots over its CR duration. That's twice as many missiles. It would be higher as the ship size and CR limits increase. The question I ask myself is: do I want 2-3x as many missiles flying around? Or perhaps more importantly, would regenerating missiles create a situation where I no longer value the limited supply (i.e. use them with abandon)? I'm a big fan of opportunity cost so using a missile now means I can't use one later. If I could count on regeneration, that decision-making is basically eliminated. I'd rather have the AI use them more intelligently rather that use more of them, to be honest.

Please do not ignore the fact that just that missiles are regenerating doesn't mean you can dump them mindlessly. You still have to wait for them to regenerate if you dump them at a wrong time. Launch a Harpoon volley at a wrong time and you're stuck with 0 missiles for the duration of the timer to tick down. If anything, THAT would actually promote using them at the moment of opportunity. The current system does not - it encourages hoarding for later, better occasion, which often never comes and you never use a weapon you've invested into.

Again, in my opinion any rework is welcome if it changes the situation to something more fun and interesting than gambling, literal fire-and-forget nonsense than we have now. Do I want more missiles flying around? Absolutely, I want the weapon to be actually used and be useful. That's part of the content.

As it relates to carriers, there's nothing I can do as a player from keeping that Wolf from firing 12+ missiles but I can slow down the rate that a carrier's fighters can be replenished. They are comparable but not indistinguishable. If every combat ship had twice as many missiles at their disposal over the course of the battle (even if it slows to a trickle after the initial volley), I can't do anything about that from a mitigation perspective besides slap on more PD or hope I can disable a missile mount via damage or EMP. The question I have to ask myself is: are twice as many missiles in the game good or bad? (And I would argue this needs to be taken on a missile-by-missile level. I agree with Megas on MIRVs, for example.)

Again, if missiles are intended to be supplementary (which I think is obvious from their current use and how their mounts are placed on hulls), does regenerating ammo enhance or sabotage this role? It would make using them less of a gamble but in essence, you've just created very slow reload weapons. I'm still a fan of high-risk/high-reward weapons but I admit, the AI needs to use them more intelligently.

I don't think this is a fair comparison. Please note that at any moment that Wolf isn't going to have more than just 3 Harpoons. Once it dumps all 3 it has to wait for a long reload time before it can fire again. Meanwhile a Carrier can practically spew a non-stop bombardment, wave after wave, until the bombers start dying.

If you're concerned with being unable to do anything about the missiles, please consider that at the moment ships in the game are already coming to battle with full racks of missiles at the start. How are you mitigating this right now? If missiles get regenerations, you'll just have to do the same thing, except for longer. In fact, that change would make it so that every moment of the battle would resemble the very start of the battle in this regard. I think it's a good thing - as it is now, both sides will dump most of their missiles early and it's even possible to bait them to waste their arsenal. That tactic would no longer be applicable. Wouldn't you agree that a battle where the threat of receiving a missile salvo at all times, not just the very beginning, would be a tad more interesting?

And I also agree that with this change, every missile would have to be addressed separately. Among other things, I think Sabots would have to lose their EMP effect.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Ranakastrasz on November 21, 2017, 09:40:06 AM
As a side note, although I have no idea how you might do it dynamically, it is actually trivial to make a mod that causes missiles to regenerate.
The hardest part is determining how fast they should regen. I think my attempt was just to set the rate to 50% of the sustained fire rate due to cooldown/volly size, and had to fudge it with the harpoon and sabots (because cooldown of 1 second) and just scaled down the large 12 with 4 volly racks.

It had an interesting effect, but made them significantly more powerful, and I haven't really experimented a lot.
Title: Re: All missiles should cost 0 ordnance points.
Post by: FooF on November 21, 2017, 10:31:39 AM
@Wapno@

We're talking past each other at this point. My further contribution will be minimal.

Quote
See what I'm getting at here? In almost every situation you present, taking the missiles out of the picture is a good, worth considering tactic. That's my main point - a player should not be presented with such a dilemma, because it means that a weapon type may be too expensive, impractical, unfun, or all of the above. And frankly, I think that's a good description of how missiles in Starsector currently are.

I wholeheartedly disagree with this. It's the law of diminishing marginal utility. There comes a time where you've maxed vents, got the ideal weapons, and the margin to gain by pressing this further is minimal. You simply can't hit any harder at that point. Missiles break deadlocks, win flux battles, are aces in the hole, and/or are equalizers. Standard guns, save a few, can't do this and the vast majority can't penetrate armor like missiles. The armor mechanic is weighted far too heavily toward high damage per shot. Missiles excel at this for little OP and 0-flux. They allow ships to punch above their weight when they have no other recourse (and most don't). I absolutely disagree that having flux-neutral or flux-positive loudouts is typical so I can't follow your logic that adding more guns or vents is better than adding 0-flux missiles. The vast majority of ships are unable to reach parity with their weapon flux costs without taking sub-optimal weapons that have drawbacks of their own -or- taking SO, which also has its own drawbacks. I love SO but I don't argue that it's normative of regular combat.

Could missiles be improved? Yes, but the system is not fundamentally broken. I have a lot of fun using missiles and having missiles used against me. I prefer to have specialized missiles to open up shields or a hole in armor but I know I only have a few opportunities to use them. It creates meaningful decision-making both in loading out a ship and in battle and while I would like to have more missiles at my disposal, I also see the wisdom in keeping them very limited.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Serenitis on November 21, 2017, 01:49:20 PM
The hardest part is determining how fast they should regen.
Not really based on anything more than my desire to play with missiles more freely, and a vague feeling of what I wanted to achieve.
Spoiler
R = (M/D)*S

Where:
R = The regen rate entered into the weapons table.
M = A global multiplier. Higher gives faster regen for everything. 36 is the figure I used that "felt" right.
D = The damage output for a single missile round (MIRVs use the sum of all warheads).
S = Mount size multiplier. Again based on "feeling" small is 1, medium is 1.5 and large is 2.

This could be further subdivided by damage type (or any other identifiable category) if you really wanted to.

I used the Harpoon as my baseline and aimed to get a regen rate of approx. 20 seconds per missile. - Actually ended up being 20.8s (This would be 0.048 in the regen column of the weapon table).
Works fairly well and imo seems to make battles feel much more active with missiles flying back and forth more frequently, and completely removes the tedious metagame of trying to tease out limited ammo so you can attack with impunity.
The notable flaw being you can use HE missiles to brute force shields if you want to, while the AI as it stands cannot.

This does not address reload times at all, as puking out all your missiles with 0 delay will still punish you by making you wait for more missiles so I never considered it worth the effort to do anything about as regen still enourages you to be mindful about missile use. It just no longer punishes you (so harshly) for making a mistake. This also applies to the AI which makes it somewhat more dangerous.
This has always been something of a contentious issue, and I'm sure there will be someone along shortly to tell us all why I'm wrong. But people like different things, and I like flinging missiles around like cheap fireworks because the fun explosions please the primitive lizard part of my brain.
[close]
Title: Re: All missiles should cost 0 ordnance points.
Post by: jupjupy on November 21, 2017, 07:34:08 PM
I don't see why we have to go into the "0 OP" territory with every missile. Like, I personally think the big torpedo launchers like the Cyclone suck, and would never use missiles on my Astral, but at the same time, 0 OP Hurricanes/Squalls/Whatever would just encourage Astral/Mora/Legion spam even more than they do now.

The only 'free' weapon in the game right now is the Talon and Mining Pod. Mining Pod aside, the Talon is alright for a 0 OP fighter squadron, though your actual bill comes in the form of crew lost from all those dead fighters, as well as the opportunity cost of mounting something better in the first place.

I'd much rather the missiles themselves go back to basically removing everything in existence that they touched, with maybe a cap on their fire rate instead. I don't think you need to change Missile Spec as a skill, just up damage a little bit (just not for Sabots), travel speed, and turning. There was a time when the Reaper touched cruisers and they vanished into thin air. I'd like that time to come back.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Wapno on November 22, 2017, 01:38:04 AM
I wholeheartedly disagree with this. It's the law of diminishing marginal utility. There comes a time where you've maxed vents, got the ideal weapons, and the margin to gain by pressing this further is minimal. You simply can't hit any harder at that point. Missiles break deadlocks, win flux battles, are aces in the hole, and/or are equalizers. Standard guns, save a few, can't do this and the vast majority can't penetrate armor like missiles. The armor mechanic is weighted far too heavily toward high damage per shot. Missiles excel at this for little OP and 0-flux. They allow ships to punch above their weight when they have no other recourse (and most don't). I absolutely disagree that having flux-neutral or flux-positive loudouts is typical so I can't follow your logic that adding more guns or vents is better than adding 0-flux missiles. The vast majority of ships are unable to reach parity with their weapon flux costs without taking sub-optimal weapons that have drawbacks of their own -or- taking SO, which also has its own drawbacks. I love SO but I don't argue that it's normative of regular combat.

Could missiles be improved? Yes, but the system is not fundamentally broken. I have a lot of fun using missiles and having missiles used against me. I prefer to have specialized missiles to open up shields or a hole in armor but I know I only have a few opportunities to use them. It creates meaningful decision-making both in loading out a ship and in battle and while I would like to have more missiles at my disposal, I also see the wisdom in keeping them very limited.

True, there are situations where you max out vents, flux hullmods etc, but even then there are other things you can spend OP on to give you a tangible, lasting advantage, instead of a weapon that's practically a gamble. After maxing out my vents, installing flux distributor, resistant flux conduits etc. on my Conquest, I still don't want missiles on it. Automated repair unit is a better option, or even Hardened Shields. After maxing out my Astral, I don't install missiles - I give it unstable injector, so it can get to battle faster. There's always something more reliable than missiles on offer - something that's going to give you a tangible advantage throughout the entire battle, rather than high risk, mediocre reward weapon that the missiles are, which may or may not give you an advantage in a very specific hypothetical situation that may never even come during a battle.

I don't need missiles to break deadlocks if I bolster my ships and don't let deadlocks to happen in the first place. It's not the missiles that win flux battles - guns, vents and flux distributor do. Also, considering that 99% of vanilla ship variants come pre-equipped with missiles, I'd say scrapping missiles and using their OP to reinforce ships is the actual equalizer that's turning the tide of battle. Bottom line, no matter the scenario - guns+missiles are good, but guns only are even better.

I actually had a bright idea to put the missile strategy to use by including some support ships in my fleet - those supports putting heavy emphasis on missile use. That strategy however did nothing but cost me money, as those missile ships were usually the first to die, usually by rushing at the enemy for no apparent reason and promptly getting torn to shreds, all the while my gun-only units and carriers were delivering a carnage.

I can agree that mechanics that encourage wise decision-making are good. I just don't want to have anything to do with a weapon that revolves around gambling, because when competing over resources with more reliable weapons in a loadout screen, it's mostly going to lose.

Also, missiles don't cost "little OP" (with exception of Reaper torpedoes maybe). 2 Harpoon racks on a Wolf is 8 OP. Harpoon pod costs 10 OP, put it on Odyssey and that's 30 OP. Squalls are 20 OP each - 2 of these on a Conquest cost 40 OP. In every one of those tiers, that's a large amount of OP that could otherwise give you a significant boost in flux vent rate or a useful hull mod. Vents and hull mods never run out of ammo.

I don't see why we have to go into the "0 OP" territory with every missile. Like, I personally think the big torpedo launchers like the Cyclone suck, and would never use missiles on my Astral, but at the same time, 0 OP Hurricanes/Squalls/Whatever would just encourage Astral/Mora/Legion spam even more than they do now.

The only 'free' weapon in the game right now is the Talon and Mining Pod. Mining Pod aside, the Talon is alright for a 0 OP fighter squadron, though your actual bill comes in the form of crew lost from all those dead fighters, as well as the opportunity cost of mounting something better in the first place.

I'd much rather the missiles themselves go back to basically removing everything in existence that they touched, with maybe a cap on their fire rate instead. I don't think you need to change Missile Spec as a skill, just up damage a little bit (just not for Sabots), travel speed, and turning. There was a time when the Reaper touched cruisers and they vanished into thin air. I'd like that time to come back.
"0 OP" is just a proposed solution. Might not be the best one, but the actual purpose of my post was to get your attention to a problem that exists with missiles. There are definitely better solutions. The best one would imo be taking the ammo limit off by making all missiles regenerate, but considering how controversial that is, I've lost hopes of this ever happening, so I'm proposing something else to address the situation.

And no, upping the damage (or other stats) on missiles is not going to solve anything. It's the fact that they are ammo-limited weapons that have to compete over ordnance points with ammo-unlimited weapons. No matter how much you buff the damage, using missiles is still going to be a gamble.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 22, 2017, 06:49:20 AM
high risk, mediocre reward weapon that the missiles are
Sums up the weaknesses of most non-regenerators.

Old skilled missiles were good, but it made combat too deadly for AI, and with ships and weapons difficult to replace, soloing fleets was the optimal way to play by far.  If powering up missiles is not an option either, then either cheap or regeneration is probably the least offensive solution.

For Conquest, Locusts are good because they are cheap for large missiles (under 20 OP each), nearly unavoidable, have overwhelming damage despite fragmentation (two Locusts will murder frigates and some destroyers outright if the whole burst hits), and (at least with Expanded Missile Racks) have enough ammo to last for a few minutes.  With Conquest, missiles are either Locusts or bust (or Converted Hangar and wing of fighters).

Quote
0 OP Hurricanes/Squalls/Whatever would just encourage Astral/Mora/Legion spam even more than they do now.
Astral is powerful enough to be spammed without need of missiles.  It is already a missile factory via fighters or bombers.

Legion cannot have both sufficient flak and missiles at the same time, due to Composite mounts.  If Legion gets missiles, then its PD is terrible (or offense is terrible if dual flak gets placed in large mounts).

Mora can already mount a couple Hammers or small Reaper as a cheap option.  Okay, so Mora gets ten missiles instead of two if all missiles are free.  Big deal.

Not to mention that the carriers' fighters are still better missiles themselves than real missiles.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Tartiflette on November 22, 2017, 06:57:02 AM
I think that carriers with unlimited fighters being currently brokenly powerful shows that regenerating missiles would be an even worse idea.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 22, 2017, 07:06:24 AM
I think that carriers with unlimited fighters being currently brokenly powerful shows that regenerating missiles would be an even worse idea.
Not sure about this.  I find that true only for a flagship with Helmsmanship 3 and Unstable Injector.  Even then, a well built Paragon comes close to Astral, until only frigates are left.

Gunships with Converted Hangar need to be careful with their fighters or else they are effectively gone for the rest of the fight (their fighters take ages to regenerate if rate is down to 30%).

Even for carriers, they need Expanded Flight Deck (to prevent rate dropping even faster) and carrier skills min-maxed to make fighters viable late in the game.  Want to weaken fighters big time?  Remove Expanded Flight Deck hullmod from the game.  Also remove Converted Hangar so that gunships cannot become mini-carriers too.

Also, without fighters breaking the cowardly AI's stalling, how will the player deal with turtling AI that refuses to engage?  Frigate swarm?
Title: Re: All missiles should cost 0 ordnance points.
Post by: TJJ on November 22, 2017, 08:39:48 AM
We're drifting off topic a little, but re fighters, I think one of the big problems with them is that their effectiveness scales quite differently to all other ships.

Frigates, all the way up to Capital ships have their force concentration strictly regulated by their speed, maneuverability, firing arcs, and the hesitancy of the AI.
Fighters on the other hand are fast, highly maneuverable, minimal firing arc issues (due to their ability to overlap one-another), and suicidally aggressive AI.

This poses a problem as there are very few weapons that effectively counter & punish fighter death balls.
Title: Re: All missiles should cost 0 ordnance points.
Post by: jupjupy on November 22, 2017, 08:45:45 AM
I actually had a bright idea to put the missile strategy to use by including some support ships in my fleet - those supports putting heavy emphasis on missile use. That strategy however did nothing but cost me money, as those missile ships were usually the first to die, usually by rushing at the enemy for no apparent reason and promptly getting torn to shreds, all the while my gun-only units and carriers were delivering a carnage.

I don't usually have a problem with this, probably because every ship in my fleet has an Officer on board with the relevant personality type - Missile Boats tend to end up being Cautious (or even Timid, should they be LRM Boats, but Pilums suck too much to ever have this see use). That being said, I have not played a true vanilla game in a long while, the filled-with-mods runs I do see missiles being used a lot, from the common Hornet to the Voidspear to the absolutely *** Clarent.

And no, upping the damage (or other stats) on missiles is not going to solve anything. It's the fact that they are ammo-limited weapons that have to compete over ordnance points with ammo-unlimited weapons. No matter how much you buff the damage, using missiles is still going to be a gamble.

I think it does. The Atrophos is a good example of this, back in the day at least. You used to get more mileage out of the dirt-cheap dual rack than from your increased, what, 4 vents?
The Templar Clarent is the other extreme. Impossible to shoot down, flies at the speed of light, cannot miss. Torpedo-level damage. I would not want something like that to be 0 (or cheaper, anyway) OP.

So perhaps all missiles should simply be unavoidable/invulnerable, but then they'd just be different versions of the original Ballistic weapons. Doesn't seem very fun to me.

It's not like I don't agree to an extent, I'd rather have sustained firepower than ammo-limited ones that I have to manage and choose when to fire. But I see the point of missiles. Lowering their costs in terms of OP would force a significant rebalancing between every ship (again, not that I am against this), as well as the missiles themselves.

Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 22, 2017, 10:40:51 AM
Once mods get included, all bets are off.  Blackrock has some nice regenerating missiles (that are not overpowered) - the sort of stuff I like to see in unmodded games.  Templar ships exploit typical AI swarm behavior (Priwen Burst nukes frigate swarms that destroy nearly every non-mod ship).

Quote
I think it does. The Atrophos is a good example of this, back in the day at least. You used to get more mileage out of the dirt-cheap dual rack than from your increased, what, 4 vents?
Before 0.8, Atropos were worth 3 OP for singles and 6 OP for dual (-1 to OP cost if player had Optimized Assembly, which is safe to assume).  They were expensive, but at least they were worth it in 0.7.2 for being mini-(pre-drunk-)Clarents.  (Before 0.7.2, Atropos were a joke for being too slow and clumsy.)  Today, they are just merely slightly beefier Harpoons that are a bit overpriced (at least the single shot).  Good for the Daggers they were redesigned for, but not so great for playership use.

Pre-0.8 Missile Specialization was extremely powerful.  Without it, only Salamanders and 0.7.2 Atropos and maybe restored Sabots were useful.  With old Missile Specialization, missiles became deadly and worth using, especially Reapers and Harpoons, perhaps too hard to defend against.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Linnis on November 22, 2017, 03:19:15 PM
I think that carriers with unlimited fighters being currently brokenly powerful shows that regenerating missiles would be an even worse idea.

As of right now, either fighters ( bombers in particular ) needs to be weakened. Or missiles need to be improved.

Honestly i am for the bombers and missile being a threat, before bomber buff there was no real threat to an player battleship, but now is much more exciting.
Title: Re: All missiles should cost 0 ordnance points.
Post by: jupjupy on November 23, 2017, 07:32:40 AM
Once mods get included, all bets are off.  Blackrock has some nice regenerating missiles (that are not overpowered) - the sort of stuff I like to see in unmodded games.  Templar ships exploit typical AI swarm behavior (Priwen Burst nukes frigate swarms that destroy nearly every non-mod ship).

Of course, I'm not saying that the mods are how the game is by default, I'm simply quoting examples of how just changing stats -can- make a difference even without regenerating ammunition.

Pre-0.8 Missile Specialization was extremely powerful.  Without it, only Salamanders and 0.7.2 Atropos and maybe restored Sabots were useful.  With old Missile Specialization, missiles became deadly and worth using, especially Reapers and Harpoons, perhaps too hard to defend against.

IMO, missiles should be the deadliest things around, but with the option to be defended from within reason. And when you don't defend against them (or can't), you or your ships deserve to get violently deleted. The AI being unable to handle it back then seemed like a reason to improve it, not to downgrade missiles.
Title: Re: All missiles should cost 0 ordnance points.
Post by: intrinsic_parity on November 23, 2017, 10:49:19 AM
I think that missiles really should be balanced on a case by case basis. Sabots don't need help (although I think changing the medium sabot pods to regenerating with a slow rof would be more of a nerf, and thus a pretty good idea). Reapers are in a good spot. Harpoons and atropos are pretty weak, they definitely need some help. I think even with regeneration they might not be that good, they just don't do enough damage. Swarmers should definitely be regenerating. In terms of large missiles, squalls are pretty good, they generally go through PD through sheer numbers and build a lot of hard flux on the enemy for no flux cost, if they were regenerating they might be to strong. I personally have found locusts to be ineffective but I haven't used them in the way Megas described so I can't really say. The big reaper launcher is just bad because there are no ships that can use it properly.

Title: Re: All missiles should cost 0 ordnance points.
Post by: Serenitis on November 24, 2017, 02:19:41 AM
I think that carriers with unlimited fighters being currently brokenly powerful shows that regenerating missiles would be an even worse idea.
Missiles are far easier to shoot down than fighters.
I don't think this is an issue with the game mechanics, but rather an issue with not being sold on the idea. Yet.

I actually had a bright idea to put the missile strategy to use by including some support ships in my fleet - those supports putting heavy emphasis on missile use. That strategy however did nothing but cost me money, as those missile ships were usually the first to die, usually by rushing at the enemy for no apparent reason and promptly getting torn to shreds, all the while my gun-only units and carriers were delivering a carnage.
All you need to "fix" this is 1 timid officer and 1 CP per battle.
Set up your missile ships for long range fire support, so Pilums (or any other suitable missile) some PD, along with UI and ECCM.
Assign your timid guy to the biggest/slowest missile ship you have. And in every battle you deploy your missile boats into, bandbox/shift-select all the uncaptained ones and tell them escort your timid. They will then form a little ball which hovers around the edge of the battle puking out a constant stream of explosives which is also well defended enough to deter most threats that challenge it.
Works incredibly well with a group of Vigilances.

Pilums suck too much
A single Pilum is laughable. A trio is annoying. Half a dozen is threatening. Twenty is terrifying.
They are like the missile equivalent of beams. The more of them you have, the better they become. Once you get to the point where you can field 10+ launchers, you can create a tide of pain that slowly creeps accross the battlespace punishing anyone who dares cross that line.
Granted, the missiles themselves could stand to be a little faster since some cruisers can outrun them. But otherwise they're fine.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Wapno on November 24, 2017, 03:01:32 AM
All you need to "fix" this is 1 timid officer and 1 CP per battle.
Set up your missile ships for long range fire support, so Pilums (or any other suitable missile) some PD, along with UI and ECCM.
Assign your timid guy to the biggest/slowest missile ship you have. And in every battle you deploy your missile boats into, bandbox/shift-select all the uncaptained ones and tell them escort your timid. They will then form a little ball which hovers around the edge of the battle puking out a constant stream of explosives which is also well defended enough to deter most threats that challenge it.
Works incredibly well with a group of Vigilances.
Look, all of that effort just to make a certain weapon useful. And that's just one missile type - I don't think it would work with anything else than pilums, and maybe harpoons. Plus, that ball of Vigilances is still going to cost me deployment points which I could spend on some brawlers or close support ships and their effectiveness might be questionable, depending on how much PD the other side has.

A single Pilum is laughable. A trio is annoying. Half a dozen is threatening. Twenty is terrifying.
They are like the missile equivalent of beams. The more of them you have, the better they become. Once you get to the point where you can field 10+ launchers, you can create a tide of pain that slowly creeps accross the battlespace punishing anyone who dares cross that line.
Granted, the missiles themselves could stand to be a little faster since some cruisers can outrun them. But otherwise they're fine.
I disagree. Any ship with proper PD is instantly immune to Pilums, no matter how many you throw at it. I've actually did a test - using Console Commands mod, I gave my ship infinite ammo and instant reload, meaning it could puke hundreds of Pilums in an instant. I spawned a single enemy cruiser and kept spamming missiles at it. And as it turns out, even that wave of hundreds of Pilums (I've made sure to spread them around so as they are not packed together) hits a brick wall as soon as there's at least one ship with Flak cannons. Beam PD is less effective, but will still stop Pilums dead.

Now, such "lab tests" aren't usually a reliable source, but I'm observing similar results in the actual battle. Sure, once in a blue moon AI will turn its unshielded back at the incoming missiles and ignore them, but AI's stupidity is not something I'd like to rely on in a fight. At the very least, Pilum might have been at least remotely useful due to its regenerating ammo, but the weapon is so anemic that it almost doesn't matter. I don't know how many Pilum ships am I supposed to deploy for that tactic to actually work, half my fleet? In that case I prefer to deploy much more reliable brawlers and hit the targets directly.
Title: Re: All missiles should cost 0 ordnance points.
Post by: SafariJohn on November 24, 2017, 08:39:05 AM
If you're tired of vanilla Pilums give my Pilum Rebalance minimod a try.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Igncom1 on November 24, 2017, 08:39:51 AM
To be fair, yeah if it's just the Pilums you are firing, then that whole cruisers flux can go to shooting them down. Mass Pilums stack very well over the top of a fleet, much in the same way that bombers stack well over one.

If you aren't using your medium missile slots for anything else, then Pilums should do fine. 10 flux vents/caps fine per slot? Harder to say.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Algro on November 25, 2017, 12:01:04 AM
Just some thoughts:

Missiles are now good at:

-Burst damage
-No flux cost
-guidance
-Great punishers

But are bad at

-Sustainability
-Bad OP cost/missile utility
-Extremely un-competitive against fighters (Limited/ Unlimited)
-Can be destroyed easily by PD

So the core problem here is that:
1) Their usage is replaced/Dominated by fighters
2) The OP cost is un-competitive compared with other weapons

So I think these are some of the best ways to make missiles great again:

-Make fighter missiles completely different to Ship missiles
    Either
1) Make ship based missiles more punishing, faster/more hp and longer range. (This makes sense in real life when you compare torpedo bombers and torpedo boats where boats have a much larger payload and higher quality guidance for every missile)
2) All bombers will not have guided missiles for they are the guidance system (No guidance, 'longer drop distance' with faster and weaker missiles)
3) Make ship based missiles have more dangerous properties (eg. Damage to hull and Armour on hit, Debuff armor on hit, Poison like effect, Slowing properties, Force shields to stay open, Make enemy shields less efficient, one time drones that heal the hull/ armor...)
4) All ship based missiles have a reload time that costs flux to materialize the missiles, so they become a sustainable option (In practice, it would be sort of a burst weapon that cost flux after shooting)

-Make refitting bombers more costly
1) New skill tree dedicated to bomb reload speed (Also known as a debuff)
2) Make the carriers much more slower/ less maneuverable and make the bombing run longer (Such is the case in real life)

Generally missiles have to be a moving projectile that can be shot down and cost no flux to operate. These all fit the idea.

P.S. A Locus Apogee is a good Apogee

Title: Re: All missiles should cost 0 ordnance points.
Post by: Serenitis on November 25, 2017, 04:45:37 AM
Look, all of that effort just to make a certain weapon useful. And that's just one missile type - I don't think it would work with anything else than pilums, and maybe harpoons. Plus, that ball of Vigilances is still going to cost me deployment points which I could spend on some brawlers or close support ships and their effectiveness might be questionable, depending on how much PD the other side has.
And?
It is merely a workaround using the game's mechanics that allows you to use multiple missile ships you want to keep out of harms way while using only a single timid officer. Because you might not have access to more than one, you might not have room for more than one, you might not want more than one.
You don't don't have to use it. You don't even have to agree with it. It still works just fine.

I disagree. Any ship with proper PD is instantly immune to Pilums, no matter how many you throw at it. I've actually did a test - using Console Commands mod, I gave my ship infinite ammo and instant reload, meaning it could puke hundreds of Pilums in an instant. I spawned a single enemy cruiser and kept spamming missiles at it. And as it turns out, even that wave of hundreds of Pilums (I've made sure to spread them around so as they are not packed together) hits a brick wall as soon as there's at least one ship with Flak cannons. Beam PD is less effective, but will still stop Pilums dead.

Now, such "lab tests" aren't usually a reliable source, but I'm observing similar results in the actual battle. Sure, once in a blue moon AI will turn its unshielded back at the incoming missiles and ignore them, but AI's stupidity is not something I'd like to rely on in a fight. At the very least, Pilum might have been at least remotely useful due to its regenerating ammo, but the weapon is so anemic that it almost doesn't matter. I don't know how many Pilum ships am I supposed to deploy for that tactic to actually work, half my fleet? In that case I prefer to deploy much more reliable brawlers and hit the targets directly.
Look at all that effort you've gone to, and yet you are still wrong. All the lab tests in the world won't prove a thing.
The only valid test is battle, and a carpet of missiles is an amazing thing. It's not just about hitting a target, it's about pressure, distraction, and denial of mobility. It doesn't matter if that cruiser shoots down all the Pilums because if it's doing that its not shooting down anything else. And while its doing that its constantly trying to move out of the way, which means it gets trapped between the missiles it doesn't want to be near and the ships which are closing in around it. And then it dies because it can't defend in multiple directions simultaneously.
You don't have to like them. But that doesn't mean they are useless.

I think we've derailed this thread enough now.

So the core problem here is that:
1) Their usage is replaced/Dominated by fighters
2) The OP cost is un-competitive compared with other weapons
3) They are incredibly unforgiving of mistakes
4) Limited ammo = wasted OP

4 is the biggie. Remember when ballistics had limited ammo, and everyone went to enormous lengths to use only energy equppied ships wherever possible because running out of ammo mid-fight is really as far from fun as you can get?
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 25, 2017, 05:27:00 AM
Is Pilum spam still viable?  Since 0.8, just about anything cuts through Pilums like butter.  They used to be much tougher to stop.  Before 0.8, beams were mostly ineffective against Pilums, and it was easier to ships without flak to shield-tank some Pilums, vent, and repeat.  Today, beams cut Pilums down fast.

Carpet of missiles is only amazing if some of them actually hit and hurt or kill things.  Pilums did that in previous versions, but they were tougher to kill and faster (with old Missile Specialization) back then.  Even then, they had trouble hitting.  From the sounds of Wapno's test, it seems like Pilums are too easy to defend against compared to Pilums before.

Quote
4 is the biggie. Remember when ballistics had limited ammo, and everyone went to enormous lengths to use only energy equppied ships wherever possible because running out of ammo mid-fight is really as far from fun as you can get?
That was me.  Ever since ballistics became unlimited, I use less high-tech ships and mostly low-tech and midline.  Also, limited ballistics meant you can shield-tank and kite ballistic ships like Onslaught until they run out of ammo if you cannot beat it any other way.

It would be nice if energy weapons in general had some advantage.  Unlimited ammo used to be it, but not anymore.  Aside from few beams, I avoid them like the plague if the ship can use ballistics instead.

Against some missiles, especially MIRVs, sometimes Sabots, it makes sense to make the enemy waste them first, then fight when they are out.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Linnis on November 25, 2017, 12:47:13 PM
Beams simply do too little damage / op / slot. The new tac lance is and phase beam are great directions to take em. And yes, pilums are the weakest missiles right now, because they are basically guided mines at this point.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Algro on November 25, 2017, 01:04:34 PM
Beams like Phase lance/beam are indeed a nice addition, but they do lack range, maybe too much to be useful on direct combat on larger ships. It would be nice to have a longer range (1200) beam weapon that isn't point to point accurate and have 1/1 damage to flux ratio.

And like I said before, missiles on ships need to be differentiated to missiles on bombers. If 18 OP for 3 bombers that shoot the same payload as a small missile rack that costs 4-5 OP is kind of unfair. Four bombing runs and they would essentially have used up their OP cost so every new bomber payload is extra/free fire power, and this doesn't even put into factor that bombers have better range (1000 bomber range + 1000 missile range) and other advantages carriers have. This needs to be fixed.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on November 25, 2017, 04:01:14 PM
Quote
Beams like Phase lance/beam are indeed a nice addition, but they do lack range, maybe too much to be useful on direct combat on larger ships. It would be nice to have a longer range (1200) beam weapon that isn't point to point accurate and have 1/1 damage to flux ratio.
Phase Lance is mostly junk (600 range and no hard flux), since Pulse Laser is better for general assault or blasters for burst damage.  Phase Lance is good only for two cases:  1) Ships that can combine 800+ range kinetics with Phase Lance plus Advanced Optics for 800 range and 2) Ships with Safety Override that cannot support Pulse Laser comfortably.  Phase Lance needs more range (and/or much better flux efficiency than hard flux weapons).  It used to have 700 range when it was the continuous Phase Beam.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Linnis on November 25, 2017, 06:02:56 PM
Phase lance is also good for overloading when used on frigates or even destroyers. A Phase lance wolf is easy mode in early game while a pulse laser wolf is meh at best. Even late game a phase lance support hit and run style for frigates and destroyers against larger targets. Then when used on cruisers or larger ships they gain a range bonus and can overload small targets in similar ranges if they used normal kinetics. 

But for beams that affect missiles, yes they are bad. Watching LRPD or PD laser trying to shoot any missile is painful. Constant re-firing, and overall not doing enough damage.

Buff pd, buff missiles. Missiles need to see more general use on ships aside from early game where you only fight less then 4 ships or cheeky strats.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Serenitis on November 27, 2017, 12:00:35 PM
Is Pilum spam still viable? 
Not as good as they used to be, but still useful. Far more dependant on having numbers than previously as well - you need 6+ launchers deployed to see the effect now. It used to be 3-4. Quite a disincentive with a limited fleet really.
Seems to have changed roles from a carpet of making everything dead, to a carpet of making everything distracted and easier to kill.
If you're going to use them you need to go all in, otherwise you'll just be incredibly disappointed.

Quote
Against some missiles, especially MIRVs, sometimes Sabots, it makes sense to make the enemy waste them first, then fight when they are out.
This meta thing is something I loathe so much.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Ranakastrasz on November 29, 2017, 05:17:30 PM

Against some missiles, especially MIRVs, sometimes Sabots, it makes sense to make the enemy waste them first, then fight when they are out.
This meta thing is something I loathe so much.

That sounds more like sensible tactics. Wait till the enemy spends their ammunition, and survive and/or blunt their alphastrike, then take a more aggressive posture. You play cautious around them until their threat level decreases.

Generally I do this myself, although enemies tend to keep the nastier missiles in reserve until they really matter, and things like salamanders never ever stop.


Title: Re: All missiles should cost 0 ordnance points.
Post by: Delta7 on December 06, 2017, 02:38:27 AM
Using missiles at a critical time in an engagement can turn the tide of that engagement, quickly eliminating that enemy threat and freeing up the attacking ship to go assist allied ships in their own engagements, starting a domino effect. Burst damage is a powerful tool in starsector, and one of the greatest sources of it (missiles/ torpedoes) are limited in ammunition to balance out their incredible power.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Linnis on December 06, 2017, 05:36:46 PM
Using missiles at a critical time in an engagement can turn the tide of that engagement, quickly eliminating that enemy threat and freeing up the attacking ship to go assist allied ships in their own engagements, starting a domino effect. Burst damage is a powerful tool in starsector, and one of the greatest sources of it (missiles/ torpedoes) are limited in ammunition to balance out their incredible power.

Agreed, but the most reliable burst damage is close rage builds like machine gun hammerhead, not missiles ships.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Techhead on December 07, 2017, 06:20:39 PM
Using missiles at a critical time in an engagement can turn the tide of that engagement, quickly eliminating that enemy threat and freeing up the attacking ship to go assist allied ships in their own engagements, starting a domino effect. Burst damage is a powerful tool in starsector, and one of the greatest sources of it (missiles/ torpedoes) are limited in ammunition to balance out their incredible power.

Agreed, but the most reliable burst damage is close rage builds like machine gun hammerhead, not missiles ships.
Missiles both have bigger bursts and longer ranges than HMGs and similar weapons, for none of the flux cost. I think that limited ammo is one of just two main downsides of vanilla missiles compared to other weapons. (Excepting Pilums and Salamanders) The other downside is that they can be intercepted with PD. But on the rest... They have amazing range. They cost no flux. They're guided. While you have ammo, they have insane DPS. Look at the Harpoon rack. If you had unlimited missile ammo without changing anything else, it has 750 DPS in a small slot. That's THREE Hellbores, with over twice the base range.

You wanna look at HMG Hammerhead? Using two medium slots and a weapon boosting system (Which itself is kinda insane. I mean, 2x DPS at zero extra flux cost? It's top-tier for gunship systems.), it delivers 1280 kinetic damage in one second. That's only 28% more than a single Sabot. A Sabot rack can drop one of these every second until it runs dry, and there are several frigates capable of mounting double Sabot racks.

Ammo is the leash on missiles' power. (http://fractalsoftworks.com/forum/index.php?topic=9815.msg169865#msg169865)
Title: Re: All missiles should cost 0 ordnance points.
Post by: Thaago on December 08, 2017, 07:29:39 AM
I think missiles are in a good spot, barring a few tweaks (Pilums need a speed buff and sabots need a refire delay nerf). I'm firmly on the side that their burst potential is what makes them good because the game rewards burst damage so much. Shields are infinite health, so when you have the opportunity to do real damage you need to take it (or you can use them as an 'oh crap' to get an enemy to back off if things go badly). They also allow frigates to stay relevant much longer - a Harpoon Wolf (less so Lasher, but doable) with extended missile racks is perfectly viable to deploy late game, mainly because their missiles.

That said, they are poor choices for "Player v everything" style combat because if you need to destroy 10 ships of equal size, popping 2 easier doesn't actually help that much. I'd say missiles are useful up until the numbers are greater than 3-1 against the player in terms of ships. And even then you can use "engage -> kill several ships -> retreat -> engage again" type tactics to reload your missiles and get the upper hand.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 08, 2017, 08:08:56 AM
Pilums need to be faster.  They feel more like mines.  Small Sabot seems okay if fired only by one (maybe two) ships.  Medium may be overkill.  I would like Medium act like Small Sabot, but regenerates in combat like Salamanders do.

@ Thaago:  Your PvE comment explains why I do not use non-regenerating missiles much.  Most relevant fights are equal or superior forces in enemy's favor.  (If player has advantage, they run and player can auto-resolve.)  I would not use retreat and re-engage until the loot bug gets fixed though.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Thaago on December 08, 2017, 08:28:12 AM
Shipmaster, the enemy outnumbers us three to one!

Then it will be an even fight. Burn their mongrel hides!

I was playing some Halo 3 recently and thought of you Megas. <3
Title: Re: All missiles should cost 0 ordnance points.
Post by: Tartiflette on December 08, 2017, 09:16:32 AM
Cross posting here since it's even more relevant to this discussion:
According to my ingame tests, a default Lasher with harpoons take out an Onslaught in 1 min 45' with 6 harpoons, while without missiles but better flux and weapons it took 2min 10'. A Rocket pod version did it in 1 min 5'

So just 6 missiles shaved 20sec of TTK against the best armor in the game for a frigate, and rockets halved it. Even the SO version of that frigate that didn't had to vent only matched the TTK of the Harpoon equipped variant.

So as mentioned multiple times already: missiles can be a damage multiplier, a support weapon or a finisher, but they rarely are a main damage dealer and it is pointless to compare them as such.
Title: Re: All missiles should cost 0 ordnance points.
Post by: intrinsic_parity on December 08, 2017, 10:54:21 AM
Medium (sabot) may be overkill.

The medium sabot pod definitely needs to be changed. Considering on a legion you can have 5 of them which is 20 simultaneous sabots. Its enough to overload anything instantly, and then you throw a couple wings of bomber in... aurora can abuse medium sabot pod too, even 8 at once is kinda unbalanced. I definitely agree that regenerating medium pods would be a good change for most missiles. Small pod should also have a firing delay between missiles.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 08, 2017, 11:10:08 AM
If I sacrifice PD and guns for five missiles on a Legion, those missiles had better unfailingly erase whatever they were sent at unless the target had overwhelming PD (like Onslaught with seven dual flak plus Vulcans and/or devastators), given that there will likely be twenty-something more ships to kill after the missiles are spent.  Seeing that fighters are better missiles than missiles, I see no need to make that sacrifice.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Algro on December 08, 2017, 01:34:34 PM
So, basically, downgrade fighter missiles and make ship missiles sustainable.

As in, change missiles from medium and up sustainable in longer battles and make bombers less like missile platforms and more like old school mine throwers.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 08, 2017, 02:14:52 PM
I rather have missiles be at least one among:  more powerful (like 0.7.2 Atropos), more sustainable (regeneration), or cheap (as per OP suggestion).  Fighters are mostly fine (they were underpowered for several versions).  Warthogs are the only fighters that may be overpowered, but for those, their OP could be raised to match more expensive fighters.  (Talons are also rather strong for a free fighter, stronger than Wasps and Mining Pods, despite being a bit weak overall.)
Title: Re: All missiles should cost 0 ordnance points.
Post by: intrinsic_parity on December 08, 2017, 03:38:10 PM
Firing 20 sabots at something will unfailingly erase it, you will still need to finish the job, but nothing can take 20 sabots without over loading or taking massive hull damage, and you still have the two large slots plus bombers for finishing power. Its a super consistent combo. Throw expanded missile racks on there and you have 120 missiles... More than enough for pretty much any fight. You probably only need ~4 for most ships, in my experience 8 will overload almost anything except paragon. Legion doesn't have the best flux stats anyway, so it can't really support a huge complement of weapons, two large weapons is already a lot of flux. Small mounts for pd is probably enough in a fleet context.
Title: Re: All missiles should cost 0 ordnance points.
Post by: mehgamer on December 08, 2017, 11:17:00 PM
https://youtu.be/0w-OsgPYzaU
Title: Re: All missiles should cost 0 ordnance points.
Post by: Algro on December 08, 2017, 11:47:17 PM
That, that is just gorgeous. But isn't the Gryphon one of the only few ships that can actually regenerate missiles? (That felt like a giant bomber which could refit itself, but yeah, missiles have high burst damage, point taken)
Title: Re: All missiles should cost 0 ordnance points.
Post by: AxleMC131 on December 09, 2017, 01:30:17 AM
But isn't the Gryphon one of the only few ships that can actually regenerate missiles?

(I know I said I was bowing out of this convo, but must say:)

Only once. The Missile Autoforge system can only be used once in a battle.
Title: Re: All missiles should cost 0 ordnance points.
Post by: DatonKallandor on December 09, 2017, 02:34:43 PM
Missiles both have bigger bursts and longer ranges than HMGs and similar weapons, for none of the flux cost. I think that limited ammo is one of just two main downsides of vanilla missiles compared to other weapons. (Excepting Pilums and Salamanders) The other downside is that they can be intercepted with PD. But on the rest... They have amazing range. They cost no flux. They're guided. While you have ammo, they have insane DPS. Look at the Harpoon rack. If you had unlimited missile ammo without changing anything else, it has 750 DPS in a small slot. That's THREE Hellbores, with over twice the base range.

Why in the world would you think people just want regenerating missiles to be the ammo number deleted from the spreadsheet? Of course they'd be insane if they could fire at their current DPS with unlimited ammo because many of the current missiles have absolutely absurd fire rates, kept only in check by limited ammo counts (which incidentally, get broken by extended mags to make those missiles far stronger than they should be). Nobody is suggesting just making them infinite and leaving it at that, because it's bananas. Regenerating missiles would need to be properly balanced - but then, missiles in general need to be properly balanced anyway. Many of them are bad, and some them are way too good, even in their current ammo-limited state. Might as well make them a proper pyramidion in the weapon triangle (which is absolutely achievable, and there's multiple mods that have done it) by giving them regen while you're doing a necessary balance overhaul.
Title: Re: All missiles should cost 0 ordnance points.
Post by: mehgamer on December 09, 2017, 03:00:54 PM
Missiles both have bigger bursts and longer ranges than HMGs and similar weapons, for none of the flux cost. I think that limited ammo is one of just two main downsides of vanilla missiles compared to other weapons. (Excepting Pilums and Salamanders) The other downside is that they can be intercepted with PD. But on the rest... They have amazing range. They cost no flux. They're guided. While you have ammo, they have insane DPS. Look at the Harpoon rack. If you had unlimited missile ammo without changing anything else, it has 750 DPS in a small slot. That's THREE Hellbores, with over twice the base range.

Why in the world would you think people just want regenerating missiles to be the ammo number deleted from the spreadsheet? Of course they'd be insane if they could fire at their current DPS with unlimited ammo. Nobody is suggesting that, because it's bananas. Regenerating missiles would need to be properly balanced - but then, missiles in general need to be properly balanced anyway. Many of them are bad, and some them are way too good, even in their current ammo-limited state. Might as well make them a proper pyramidion in the weapon triangle by giving them regen while you're doing a necessary balance overhaul.

I can't really think of any bad vanilla missiles...

-Harpoons are easily stackable assault damage on overloaded or vulnerable targets
-Sabots are a meme they're WAY too powerful.
-Swarmers are sustainable damage for several minutes worth of fighting, and help fight fighters - a BIG DEAL.
-Annihilators are the same way but trading the guiding system for more damage and faster speed.
-Hammers are like sniping torpedos, doing a lot of damage and flying particularly fast.  Extra shot too!
-Reapers kill things.  They kill them dead and once they die they are no longer alive.
-Atropos are guided torpedos.  Not great guidance, not reaper tier damage, but it's quite a lot and it hurts.
-Salamanders mess with the AI, deal EMP damage (often focused on the engines) and are infinite ammo, which is a big deal.
-Proximity mines basically make fighters irrelevant and act as a wall of PD, with enough ammo to last a while.
-Pilums, enmasse; confuse the AI, force them to keep shields up, completely disarm phase ships, and occasionally even finish overloaded targets (especially in tandem with salamanders disabling engines!)
-Hurricane is antifighter or anti everything else, with enough damage to one hit many ships.  Plus, the MIRV means it can avoid PD if it gets within burst range.
-Squalls are sustained KE damage, something incredibly effective at pressuring ships at extreme ranges and opening them up for followup attacks.
-Locusts are probably the most powerful missile in the game, to be honest, the launcher fires so many of them in such a fast rate that enemy ships refuse to drop shield if they are unfortunate enough to drop their shields.  This often means that locusts combine with kinetic and energy weapons to very cleanly force ships to be overloaded from long ranges, and then things like harpoons or other means of assault damage can finish the vulnerable enemy.

Missiles rule.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 09, 2017, 03:59:43 PM
* Harpoons are too easy to stop unless target is helpless or has no defenses.  Also, too few ammo.  They are decent against helpless targets, though.
* Sabots are good.  They are only overpowered if spammed.  Not a problem with smalls, but can be with mediums or Longbows.
* Swarmers for ships do not have enough ammo.  Since fighters themselves are unlimited, Swarmers should regenerate or be unlimited to counter fighters, if its role remains primarily anti-fighter.
* Annihilators are great primarily as a chaff screen (used by Enforcers and Onslaughts) to block incoming fire.  If it actually hurts something, that is a bonus.
* Small Hammers are decent cheap filler.  Hammer Barrage has too few ammo.
* Single shot Reapers are good (especially when used by Afflictor).  Bigger ones are playership weapon only as AI hoards them too much.
* Atropos is too similar to Harpoon.  Slightly better speed, durability, damage, but has arming delay and much worse range.  One-shot is way too overpriced at 2 OP.  Clearly redesigned for Daggers.
* Salamanders are okay if there at least two.  They do not mess with AI as well as a wing of fighters, and fighters can kill.  Salamanders barely scratch things.  For bigger ships, Converted Hangar and wing of fighters (even Talons) is superior to two (maybe more) Salamanders.
* Proximity mines would be okay if they were cheap and/or regenerating.  As they are, they cost too much OP (more than other medium missiles) and there is not enough ammo.  Flash wings can use them decently, though.
* Pilums used to destroy things.  Now, they are too slow and too easily shot down.  Maybe a dedicated Pilum spam fleet can make it work, but casual use is not viable.
* Hurricane is simply extra-large Harpoon.  Currently, it is a playership only weapon because AI wastes them like no tomorrow, and there is not much ammo.  MIRVs are also somewhat vulnerable.  Not bad for the likes of Conquest flagship, but it is overshadowed by Locusts.
* Squalls seems to be a support weapon.  Not bad, but not great either.
* Locusts are great.  Cheap for large missiles, reliable (excellent tracking and hard to stop, unlike MIRVs) often destroys frigates outright if the whole burst hits, and best of all... lots of ammo.  It also does serious damage to bigger ships that lost armor.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on December 09, 2017, 07:16:23 PM
I can't believe that the "standard" modded Hurricane has been nerfed past Vanilla stats, lol.  It's not that dangerous.

I think the Locust is under-loved for what it does; if it didn't run out of ammo, it'd be great.  It's a sweet Fighter counter; that's what it actually does well.  Pretty useless otherwise except as a Flux-sucking distraction.

Swarmers should regenerate, period.

Agreed on spamming of Sabots.

Pilums don't even work on a dedicated fleet any more.  They're simply too slow.  Add 100 to their speed and maybe.

Agreed that Salamanders are only worthwhile on Destroyer-, and even then, they're questionable.  Probably the best answer is stronger EMP, not damage; they're just not quite scary enough and I usually just use them to waste AI Flux.

Atropos needs about double its current range to have a niche that's interesting.

Locusts are great for the same reason Sabots are great; they're a lose-lose weapon if they get through PD.  

Reapers are probably about the only missile where I can sympathize with the arguments for ammo limits, largely because of the single-shot models that cost nothing.  That sounds like a solvable problem; make them regenerate really slowly, make them cost a bit more (say, 5).  I don't fear a single Reaper; if I lose a ship to one, that's my fault for lousy fleet design or poor deployment, it's not because they're terribly scary.

Proximity Mines feel balanced for fighters, but not for ships.

Hammers... I feel like two Hammers ought to be as cheap as one Reaper, but less accurate (fun idea, put guidance into them, but make it bad on purpose).  Barrage should be a really random, roll-the-dice moment, where sometimes 10 land on a Cruiser and wipe it out, sometimes they all miss, sometimes you accidentally take out one of your own.  I think they should be a weapon you'd see a desperate Pirate making use of- cheap, lethal, but utterly unreliable.

I don't mind the Annihilators but I honestly think they should get lower bursts regen; then they're spam-cannons during an entire fight.  I would even give up some of their damage to simply have them be a reliable shot-absorber, rather than a weapon that the AI tends to run out of within the first minute of engagement.




I really don't like the whole, "retreat and get your missiles refilled" mechanic, btw.  

I watched Nemo's latest YouTube stuff and watched that tactic get used multiple times and ugh, that's ugly.  

I realize it's just using the game's rules and that's cool, I'm not saying that it makes you a bad player... but it feels ridiculous; if you can't regen in combat, you shouldn't magically regen by running away for a short period, either.  I don't really want to play the game that way; if I can't win in a single fight, I shouldn't gain major abilities by retreating, it should just weaken me further and make my engagement choices harder.
Title: Re: All missiles should cost 0 ordnance points.
Post by: DatonKallandor on December 10, 2017, 04:35:48 AM
Plus the only reason some of the missiles are even remotely "good" is because most PD is a waste of a slot because missiles are limited and most PD isn't even good at it's job much less outside of it's job. You don't waste a slot on something that's only good at shooting down missiles (unless it's Flak which is insanely good at shooting missiles, and is still a good weapon outside of that) when you could just put a real gun in that slot and shield-tank the missiles instead.

With unlimited missiles, PD is suddenly a viable option that remains relevant throughout the entire fight, which naturally makes missiles less potent, despite the regen (not that properly balanced regen makes missiles stronger - their damage spike density should stay the same or get lowered anyway).
Title: Re: All missiles should cost 0 ordnance points.
Post by: Igncom1 on December 10, 2017, 04:41:48 AM
most PD isn't even good at it's job much less outside of it's job.

Strongly disagree.

PD weapons are fantastic support weapons, machine-guns in particular make for fantastic close assault weapons.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Midnight Kitsune on December 10, 2017, 04:46:18 AM
most PD isn't even good at it's job much less outside of it's job.

Strongly disagree.

PD weapons are fantastic support weapons, machine-guns in particular make for fantastic close assault weapons.
Let's not forget fighters being unlimited now as well
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 10, 2017, 07:40:33 AM
As I wrote before, ships generally do not have flux stats to support assault weapons in every mount and fired at once.  They will get flux locked fast if they try.  Using flux-efficient and/or shorter-ranged PD is not a weakness.  Most ships are not so OP starved to support some PD weaponry for general-purpose use.  This is a reason why LR PD laser is a fine alternative to tactical laser if flux use is a problem.

* Single LMG is not as good as Vulcan at PD, but it is good anti-shield.  Alright for mixing with Vulcans if OP budget is very tight.
* Vulcans are the best close range PD available for small mounts.  They also shred most unarmored ships.
* Dual LMG is an assault weapon for Safety Override ships, much like chaingun and HMG.  Less effective than Vulcan at PD yet costs as much or more.
* HMG is primarily a close-range assault weapon, despite being tagged as PD.  It is much worse at PD than flak.
* Flaks are great, enough said.
* Devastator (for non-SO ships) is what you use to supplement flak if you cannot get enough to stop Squalls or other extreme missile or fighter saturation.
* Mining Laser is nearly useless for being weak and nearly as slow as Tactical Laser.  If it was faster, it might have a use.
* PD laser is filler.  Effective enough for ships that can mount several (and cannot use ballistics).
* LR PD is a general-purpose weapon.  Basically a tactical laser with somewhat less damage and range for speed, builtin PD, and cheaper flux use.  Good for Falcon and Eagle.  LR PD is preventive PD, stop things (like Sabots and Salamanders) before they become a threat.  At close range, it stinks.
* Burst PD is effective, but too rare and costs too much OP.  Might be worth the OP if it had as much range as LR PD, but it is mainly an energy Vulcan that costs twice the OP.
* Guardian PD seems suboptimal for the two ships that can use it.  Not bad per se, but Odyssey desperately needs shot range from the heavy (and it has lots of small mounts for PD), and Paragon can be more destructive with other weapons.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on December 12, 2017, 02:33:34 PM
Yeah, the HMG, lol.  

Problem is, if it was effective PD, it'd be devastating as a Kinetic assault weapon.

The problems here, game-design-wise, are straightforward:

1.  Direct-fire PD that has to hit a target needs to be quite efficient (because so many shots get wasted) and have reasonable range, or hit practically every shot.  It also has to do enough damage to the primary target type- missiles- to justify being installed.  All this, without being vastly overpowered against ships (and to a lesser extent, fighters).

Vulcans barely fit this description, and they're the most-efficient Flux-using weapons in the game.

The big issue here is that PD's not aiming at a standard-sized target moving slowly; it's firing at something that zips along and can suddenly alter course.  

Direct-fire PD might simply need faster-moving shots and tighter accuracy to counter this properly, so that they're generally more efficient hitters of fast-moving things, albeit short-ranged.  I've never really tested what happens if you give shots quarter-second time-to-target speeds; I presume that's still all right for anything that's using a per-frame raytest for collisions, though.

2.  Flak's widely understood to be the efficient PD, and that's because it wastes so few shots.  Shouldn't there be solutions like this at all levels of weaponry?

Flak's role, as the AOE PD, is important in terms of understanding why Midline / Low Tech is relatively impressive; not only is High Tech gimped by inefficient Energy weapons, but it's also severely hurt on PD.  

It's also one of the reasons why Destroyers, especially Enforcers, have been so attractive for serious minmaxing; they have enough Medium slots to give up at least one to Flak or Dual Flak, depending on what you want them to do.  There's no real equivalent in Cruisers, as the Dominator doesn't have the same thematic layout and there aren't any Midline Cruisers in Vanilla that can mount much Flak.  The Onslaught can, however, and is largely a survivable design when Flaks are put in the right places.  I rarely bother putting LMGs onto Onslaughts; anything that gets through the Flaks should get addressed by Vulcans; there's no case where that isn't the right answer.

One experiment that might be worth trying is to simply remove Flak altogether, if we're not going to have credible versions for Frigates and the heavier ships.  I think it would fundamentally improve how we see PD in the game.

3.  The LMGs are strange weapons, stat-wise; they're one of the weapons that actually got nerfed a lot (almost 40% DPS downgrade) when I built things out to par in my balance experiments, because they're actually quite overpowered if examined.  This is why they're attractive; despite their short range, they're actually quite amazing Flux-traders if you can get into their range band.  They were eminently abusable before the huge range nerf in late-game happened; now they're primarily good only until midgame for a few SO builds, imo.

I don't think they're really balanced, but fixing them is difficult, because, as PD, they're just underperforming Vulcans.  Perhaps I'll try what I outlined in #1 above with my nerfs in place, see if it gets them somewhere useful as actual PD.

4.  I still think the right answer with Mining Lasers is to make them behave like a short-ranged Burst PD.  Then they're different and not just the worst PD in the entire game, in terms of effectiveness and efficient use of OPs.

5.  Burst PD's three tiers (it's passing strange that that is one of the few weapon types in the entire game to be represented with three proper tiers) are all too weak to do their job.  Either their range needs to be better, they need to have faster regeneration of their "banks", they need to do more damage, or some combination of the above.  

The Guardian, in particular, is a weapon without a role; frankly, if it was put into Medium, it'd see more real use with a few squirrel cases, like protecting carriers.  Large Energy is so under-represented in the game that it's simply always going to absorb offensive options, unless the defensive option is staggeringly effective.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 12, 2017, 03:11:16 PM
@ xenoargh:  With old skills, IR Pulse Lasers and Railguns were passable PD (with IPDAI hullmod) if the ship had Ordnance Expert 5 and high Gunnery Implants.  IR Pulse Lasers were useful for high-tech ships because they had much better stopping power than beams despite being a bit unreliable.  IPDAI Railguns was decent for a fringe Sunder loadout that wanted some PD when wailing on shields was not necessary.  Now, without double speed from Ordnance Expert, less OP available, and hard-to-get IPDAI, IPDAI is kind of useless on anything other than Tactical Laser.

Much faster shot speed is useful for missile defense (and make it harder for player to twitch dodge shots from an enemy).  The current perk that raises shot speed by 25% is a joke - a junk perk.  Even when it was 100%, that was mostly useful for missile defense, and only when combined with additional autofire accuracy from Gunnery Implants.

Quote
The Onslaught can, however, and is largely a survivable design when Flaks are put in the right places.  I rarely bother putting LMGs onto Onslaughts; anything that gets through the Flaks should get addressed by Vulcans; there's no case where that isn't the right answer.
Legion can do this too, and it is an effective defense as long as it does not get attacked from behind.  Sure, it gives up missiles, but that is not a problem.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on December 12, 2017, 03:18:58 PM
@Megas: I completely agree with your points.  I liked the squirrel-case IPDAI builds, too, but yeah, they're not workable atm.  The builds for PD in general (the extra damage vs. missile / fighter) aren't terrible, but because Captains can't attain Level 40, I rarely push them there.



I tried out the speed-of-shot theory.  Works out.

LMGs, with a shot-speed of 1600, only 15 damage, costing 15 Flux per shot, with an min/max spread value of 15 (i.e, quite a lot of missing at range), 400 base range, were reasonably-effective PD without being egregiously-efficient assault weapons.  The speed makes enough difference for this type of intercept (provided that they're using RAY).

A pair of them on a Lasher with ITU and a level-zero Captain can be expected to take down three out of four Harpoons in a group before impact, for example.  Without ITU, they're only getting two of them at best.

They also felt considerably less like ultra-efficient short-range assault weapons, because they don't have a staggering 8:1 relationship with DPS : Flux.

It's always cute when something matches what my math says so neatly, lol.
Title: Re: All missiles should cost 0 ordnance points.
Post by: DatonKallandor on December 12, 2017, 06:06:41 PM
One experiment that might be worth trying is to simply remove Flak altogether, if we're not going to have credible versions for Frigates and the heavier ships.  I think it would fundamentally improve how we see PD in the game.

Pretty good analysis of the issues. Making PD good without making it too good in non-PD roles is hard with the design as it stands. The Reliant is probably a good model (in terms of shot and turn speed, without massive DPS).

On the topic of just how insane Flak is, it would still be amazing PD if it had a hard cap of only killing one missile per shot. That's how incredible proximity fuses and enough damage per shot to reliably kill a missile is.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Thaago on December 13, 2017, 09:05:42 AM
Flak is amazing, but I think the instinct to give frigates an equivalent is the wrong way to go - thats the path of making everything the same. Frigates don't need flak because they are fast enough to dodge most missiles. The effect is the same, but its a much more dynamic balance.

That said, I really hate how I need to dedicate a minimum of 3 small slots and 12 OP to energy PD to have a hope of stopping a single Harpoon on something like a Medusa or Aurora. LRPD are ok because at least you can have overlapping fire zones between ships, but base PD lasers are truly terrible, and Heavy Burst pd is so far behind flak that its laughable.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on December 14, 2017, 12:21:20 AM
I'm OK with Frigates dodging missiles, so long as they can dodge.  The problem with that motif is a fair number of them aren't actually all that good at dodging and have to either use direct-fire PD, shield tank or die.  I've never been a big fan of the idea that missiles should be great hard counters for Frigates, but it's largely tuned all right.  





I completely agree that the tuning of Energy PD is terrible for the most part.

I just revised my stuff for Burst PD; seems my last formula didn't quite provide for burst ratios correctly, and was over-valuing their TTK.

So... after revision, if we're using OP's as par, with my current weight for range values, etc....

Burst PD, at 600 range, could have a base damage of 200/second, cost 61 Flux/second, and fire bursts lasting 0.2, with 0.2 delay, no bank.  

That means it's really doing just 40 a shot, but costs only 12.2 to fire; this is fairly efficient and it's what we'd expect given the other ratios, range band, etc.  

A Burst PD gets 2.5 shots / second, so it's only going to get about 4 hits in, for 160 damage, before a typical missile hits the ship, unless the ship's back-pedaling at maximum speed.  So, that kills one Harpoon (150 hitpoints) or two Annihilator / Swarmers (50 each), with maybe one shot to engage another one, but might turn into kills on 2 missiles when backing up.

This makes it more efficient, Flux-wise, with where the PD Laser ended up, and with slightly more range, but you get that efficiency at a significantly higher OP cost.  

To make the Burst PD more effective, the option there is to either bump range to allow more engagement time, or bump damage up but lose some Flux efficiency.  I'll probably go for the latter; I figure if you're mounting a 7-OP weapon, you're probably OK with it costing more Flux, so long as it does its job reliably.  2 hits to kill a Harpoon sounds about right, so we're talking 250 base damage for 95 Flux, which is reasonable (these numbers sound outrageous, but bear in mind that the weapon's not in continual contact, suffers the SS 1.5X hard nerf against Beams, etc.).

Heavy Burst PD is now at 400 base damage; not quite enough to kill a Harpoon in one hit, but two every time.  800 range, so that it's in its own range band; 205 Flux; it's not as efficient because of the range.

Guardian's the only one where I can't justify it and I'm not sure it can be fixed.  For 22 OPs, you get a 900-range burst-PD weapon that does 500 base damage (i.e., 100 per hit) at 180 Flux.  It's very efficient, even at the range, but the cost in OPs is outrageous for what it does.  

I still think the right answer is to put Guardian into Medium, lower the OP cost to 15, give it the range and make it less efficient.  The numbers on that:  15 OPs, 500 base damage for 265 Flux, 900 range.  It still won't kill Harpoons in one shot at that point, but it will kill Hammers in 4 shots and Reapers in 5-6, so it's probably worth using.  

I'm tempted to boost the base damage a little higher than that, so that it's capable of dealing with Squalls and two incoming Reapers; if it could do that and was Medium, I'd probably actually consider using it on High Tech ships.  

So, what does that look like?

750 base damage (i.e., 150 per pulse, or enough to kill a Harpoon in one shot) for 595 Flux, or 119 per pulse.  That's pretty high Flux output- it's massive overkill for killing, say, Annihilators, and will be a waste of Flux then.  

But four shots to kill a Reaper sounds about right; unless the Reaper's launched at point-blank, the Guardian would kill one of them at least, which would be 476 Flux down the drain to avoid taking 2000 Hard Flux (in the best-case scenario).  That sounds pretty reasonable, even if often even that much firepower wouldn't suffice because of time-on-target issues.

So there ya go, folks; burst-PD numbers that actually make some sense.  None of these numbers turn these weapons into amazing assault guns, either; they're still Beams, with the penalty against Armor damage, Soft Flux against Shields, etc., which is all factored in.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on December 14, 2017, 01:46:40 AM
That actually worked pretty well, in testing.

PD Burst, without the arbitrary "bank" limitation, did the job it was meant to do; it killed light missiles just fine.  One cannot stop a Harpoon swarm, but having one on a Wolf on the spinal mount is no longer a total waste of OPs.

Heavy Burst was efficient at protecting a Tempest without Extended Shields from getting immolated by random passing fighters and other medium-weight hazards.  The biggest advantage it had was that, at 800 range, it could do something that Flak can't- stop Sabots occasionally.  I would venture that one of them is garbage against a Sabot Pod, but that's the whole point of Sabot Pods.

Guardian, as a medium, 15 OP weapon with enough teeth to provide reasonable protection, was competitive with Flak because of the longer engagement range.  Finally, there's something in Energy that is reasonably effective vs. missile strikes and a few fighters.

The biggest change I saw was that, not only were High Tech considerably better-able to handle missiles, they also handled fighters better.  They weren't invulnerable to fighters, mind you, they just had some kind of sensible answer besides, "more Tac / LRPDL". 

Fighters presented an interesting case, because the shielded ones were able to laugh at the Burst PD, but the Heavy and Guardian passed the tipping-point and were able to generate kills.

Now, did this make High Tech really OP?  Nope, at least not over here, with the rest of the weapons at OP parity; Low Tech still has a distinctive bunch of advantages and this change made High Tech better, but within the flavor; these changes make Burst PD largely lame against swarms of cheap, no-Flux missiles and they don't do a thing about the basic Energy-vs-Kinetic issues that have made Low Tech pretty attractive.  But it sure helped High Tech regain some of their feel as the faction that doesn't tank so much as not take damage.



Oh, and that change to the way burst-damage was calculated meant that the Tachyon Lance gained enough bite to justify itself, sometimes.  I get that people think it's OK on a Paragon, but everything's good on a Paragon and usually the HIL's a better choice if you're not going Plasma Cannon.

But this worked out.  I actually found it useful on a Sunder for the first time since... gosh, 0.4 or something, back at the beginning of time when Sunders were OK with that because TL's had huuuuuuuge ranges, lol. 

Stats on that: 1200 range, 1500/500 base damage, 935 Flux/second, 1 second burst, 4 second cooldown. 

It's still not all that great; it won't crack anything but the lightest shields worth a darn because Soft Flux and it still takes two pulses to do much to an Enforcer's armor (and it takes 4 or so to crack the heavies, which takes a lot of doing in a Sunder, as you can't hit shields)... but it at least had enough punch against armor while doing its EMP magic and enough efficiency to be worth using. 

I'd use one on an Odyssey build, now, I think.  Two on target is enough Soft Flux to matter, vs. little stuff that can't lose 3000 in 4 seconds, and that would hit hard enough to kill Enforcers and make Eagles actively worried.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 14, 2017, 05:59:46 AM
Oh, and that change to the way burst-damage was calculated meant that the Tachyon Lance gained enough bite to justify itself, sometimes.  I get that people think it's OK on a Paragon, but everything's good on a Paragon and usually the HIL's a better choice if you're not going Plasma Cannon.
Please elaborate Tachyon Lance vs. HIL.  I tried both (on Sunder and Paragon), and Tachyon Lance outperformed HIL every time.  Burst damage plus shield pierce is great.  I even tried HIL and Ion Beam combo, but they do not kill as quickly as Tachyon Lance alone.

So far, HIL is poor-man's damage half of Tachyon Lance.  HIL is what gets used if player has not found enough Tachyon Lance (and Tachyon Lance is very rare).

Tachyon Lance is good only for ships that can provide enough kinetic damage, which Sunder and Paragon can do.  Odyssey might via fighters (but it needs its 0.8 shields back to not lose flux war as soon as it gets shot at).
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on December 14, 2017, 07:21:34 AM
HIL's HE damage usually means that, if you're taking opportunistic pot-shots at un-shielded areas of a target, it's not toooooo horrible now.  Problem is that it's so situational as a weapon that it's rarely a great idea, but hey, when you suck at aiming a Plasma Cannon or desperately need 1000+ range in a High Tech ship, or are tooling around in a modded ship that can stack Medium Kinetic and Large Energy...

I agree that it's completely underwhelming otherwise; the one Beam you'd think would have a genuine assault role underperforms in every way.  People tend to ooh and ah about it now, though, because it actually does something useful if you wave it at unshielded targets.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 14, 2017, 07:44:59 AM
...or are tooling around in a modded ship that can stack Medium Kinetic and Large Energy...
...or if the enemy is the battlestation, with its Targeting Supercomputer and other weapons.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on December 14, 2017, 10:20:13 AM
Yeah, but that's a boss ship.  It and the Paragon go under "special circumstances" IMO; if people think the HIL's OK because it's capable of killing your AI ship before it's bright enough to raise shields, well.
Title: Re: All missiles should cost 0 ordnance points.
Post by: TaLaR on December 14, 2017, 08:40:03 PM
Oh, and that change to the way burst-damage was calculated meant that the Tachyon Lance gained enough bite to justify itself, sometimes.  I get that people think it's OK on a Paragon, but everything's good on a Paragon and usually the HIL's a better choice if you're not going Plasma Cannon.
So far, HIL is poor-man's damage half of Tachyon Lance.  HIL is what gets used if player has not found enough Tachyon Lance (and Tachyon Lance is very rare).

HIL can be quite ok, as long as you use it correctly. That is exploit the fact that enemies raise their shields from point that is exactly on line between center of their ship and your ships. So you can fire few seconds into their side, whenever they drop/re-raise shield. And AI tends to re-raise often even when not really threatened by flux levels (Paragon included).

Then again, TL can exploit same flaw in AI behavior.
Title: Re: All missiles should cost 0 ordnance points.
Post by: xenoargh on December 14, 2017, 09:46:41 PM
Yeah, that's a thing, or pushing past Omnis when fighters / missiles cause the AI to swivel it.

Still, I'd rather just be putting more Hard Flux onto them most of the time.
Title: Re: All missiles should cost 0 ordnance points.
Post by: intrinsic_parity on December 15, 2017, 01:21:35 AM
Paragon with 4x Tach Lance is imo by far the strongest load out . 4x tach lance can 1 shot destroyers and frigates a lot of the time, especially in a fleet context. Instantly eliminating an enemy ship from almost  2000 range (with advanced optics) is uniquely powerful. The massive range also helps make up for low mobility and speed. I would take 4x TL paragon over anything in the vanilla game. The burst damage nature of the weapons also compensates for the soft flux somewhat, since you can still easily overload enemies with burst damage before flux dissipation can kick in. In my experience, 4x TL generates so much soft flux that the next time you fire, most of it will not have been dissipated yet. Burst soft flux is very different from low level sustained soft flux like graviton beam.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on December 15, 2017, 05:29:16 AM
Quote
Then again, TL can exploit same flaw in AI behavior.
Tachyon Lance is much better at exploiting AI flaws than HIL, thanks to burst damage and near-hitscan.

HIL is useful enough, but there is never a time when Tachyon Lance is not a better option than HIL.  The only reason why I use HIL is because I have not found (enough) Tachyon Lances to use.

This is a problem with Odyssey being only viable as Tachyon Lance sniper (or Plasma Cannon and Claws combo)... the weapon is too rare, and if I find Lances, they are going on Paragon instead (which can use them for far more destructive results).  Odyssey with HILs instead of Tachyon Lances are awful - completely reliant on fighters for hard flux, and if they die, HIL Odyssey is completely impotent.

Paragon with 4x Tach Lance is imo by far the strongest load out . 4x tach lance can 1 shot destroyers and frigates a lot of the time, especially in a fleet context. Instantly eliminating an enemy ship from almost  2000 range (with advanced optics) is uniquely powerful. The massive range also helps make up for low mobility and speed. I would take 4x TL paragon over anything in the vanilla game. The burst damage nature of the weapons also compensates for the soft flux somewhat, since you can still easily overload enemies with burst damage before flux dissipation can kick in. In my experience, 4x TL generates so much soft flux that the next time you fire, most of it will not have been dissipated yet. Burst soft flux is very different from low level sustained soft flux like graviton beam.
That is my flagship of choice, and quad lances are backed by 2x HVD for hard flux.  Those HVDs are great against nearly dead ships that will never lower shields while fighting (meaning no AI cheese), and those HVDs will slowly but surely put hard flux on shield, then Tachyon Lance will pierce and fry the enemy behind the shields.  Paragon's only weakness is frigate swarm, because enemy frigates will avoid Paragon until they can swarm and kill it fast.

That said, Paragon is not necessarily the most powerful ship.  That might go to Astral.  However, that might require a dedicated carrier skill set to get the most out of Astral, while Paragon can be used by just about anyone.  Plus, if I use and deploy a fleet that includes carriers, I cannot use a backline unit due to AI's fighters escorting me instead of attacking enemies.  Paragon is great for wading in and killing stuff.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on January 06, 2018, 09:21:28 AM
It occurred to me that once the loot bug is fixed, that might enable the player to chain-deploy ships to missile-spam, retreat, repeat until all ships have retreated, then full retreat to end the battle.  Then, when the enemy still wants to fight, player does it again for round two, and maybe round three.  In effect, this is like the Gryphon's original Missile Nanoforge system (that drained CR), except the refill occurs between rounds instead of instantly mid-round.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Wapno on January 06, 2018, 11:48:42 AM
It occurred to me that once the loot bug is fixed, that might enable the player to chain-deploy ships to missile-spam, retreat, repeat until all ships have retreated, then full retreat to end the battle.  Then, when the enemy still wants to fight, player does it again for round two, and maybe round three.  In effect, this is like the Gryphon's original Missile Nanoforge system (that drained CR), except the refill occurs between rounds instead of instantly mid-round.
One more reason why missile balance should be revamped.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Kirschbra on February 08, 2018, 05:31:36 PM
WHAT!?! 0 ordinance are you mad?
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on February 09, 2018, 08:55:52 AM
Today, I would think free missiles is not a bad idea, given that most are unsuitable for endurance fights players tend to get caught in within the campaign, while the regenerators are inferior to the Converted Hangar and fighters combo.

But once the loot bug gets fixed, free missiles would be unbalanced by perhaps enabling missile-spamming chain-flagship fleets.  That is, player deploys a flagship, fires "all the missiles" at enemies (to overcome defenses), kills a few ships, then retreats that ship.  Repeat with the rest of your fleet one ship at a time.  If that does not kill everyone, full retreat to end the round.  If enemy wants to fight round two, repeat the missile spam.  (If enemy runs, auto-resolve to get your free kills.

Currently, full retreating is punishing because player forfeits all loot, but not XP, from ships killed that round, even if player ultimately wins the encounter.  But that was said to be a bug, and will get fixed.  With loot bug fixed, a full retreat to take a timeout (to stop CR from decaying and/or reload missiles) becomes a viable strategy instead of a huge loot tax.

That would be an incentive for limited ammo weapons to regenerate, to discourage full retreat timeouts if that proves to be very effective.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Wapno on April 03, 2018, 09:29:25 AM
Today, I would think free missiles is not a bad idea, given that most are unsuitable for endurance fights players tend to get caught in within the campaign, while the regenerators are inferior to the Converted Hangar and fighters combo.

But once the loot bug gets fixed, free missiles would be unbalanced by perhaps enabling missile-spamming chain-flagship fleets.  That is, player deploys a flagship, fires "all the missiles" at enemies (to overcome defenses), kills a few ships, then retreats that ship.  Repeat with the rest of your fleet one ship at a time.  If that does not kill everyone, full retreat to end the round.  If enemy wants to fight round two, repeat the missile spam.  (If enemy runs, auto-resolve to get your free kills.

Currently, full retreating is punishing because player forfeits all loot, but not XP, from ships killed that round, even if player ultimately wins the encounter.  But that was said to be a bug, and will get fixed.  With loot bug fixed, a full retreat to take a timeout (to stop CR from decaying and/or reload missiles) becomes a viable strategy instead of a huge loot tax.

That would be an incentive for limited ammo weapons to regenerate, to discourage full retreat timeouts if that proves to be very effective.
With exception of Frigates, and maybe some weaker Destroyers, such "missile-spam" is not going to rack up too many kills, even if it's a Gryphon that's firing them. Fleets with at least decent point defense, and/or high tech fleets with good shields might not even get hit in the hull once. All the while the only thing you achieve is wasting your CR by deploying ships.

I guess this tactic might have potential with carefully mowing down shields on a single target with use of kinetic guns, and some very precise maneuvering, but then conventional combat might be more effective and fun and less tedious to employ.
Title: Re: All missiles should cost 0 ordnance points.
Post by: TJJ on April 03, 2018, 10:23:39 AM
I can't remember if I've already commented in this thread... and if I have, what point I made, so forgive me if this is a repeat.

0 OP missiles:

While it's true that missiles offer poor OP value compared to fighters, making missiles free is not the solution.
Bring fighters back in line with everything else, then re-evaluate missiles.
Title: Re: All missiles should cost 0 ordnance points.
Post by: Megas on April 03, 2018, 10:43:39 AM
Fighters are mostly fine where they are, at least for unskilled ships.  If anything, some wings are too expensive.