Fractal Softworks Forum

Starsector => Suggestions => Topic started by: goduranus on April 20, 2015, 01:52:39 AM

Title: Want more ships specializing in missiles
Post by: goduranus on April 20, 2015, 01:52:39 AM
The game has many ships that use ballistics main weapons, and many ships that use energy main weapons, I feel that missile weapons are underrepresented, with only the missile frigate arguably being the only ship meant to mainly use missiles. Now that some missiles have infinite ammo, can we have more ships that specialize in missiles as main weapon? I especially like to see the Sunder and Dominator equivalent in missiles ships, that basically sacrifice all flexibility in order to have multiple large missile mounts.
Title: Re: Want more ships specializing in missiles
Post by: MesoTroniK on April 20, 2015, 02:09:37 AM
A ship of that type presents severe and unsolvable balance issues.
Title: Re: Want more ships specializing in missiles
Post by: goduranus on April 20, 2015, 02:23:42 AM
How could it be severe and unsolvable if both sides to a fight could have them?
They wouldn't be able to win fights on their own unsupported, most missile ships need a fleet to be effective.
Currently the missile frigate swarm is already doing what bigger missile ships would be doing.
Title: Re: Want more ships specializing in missiles
Post by: ValkyriaL on April 20, 2015, 02:39:07 AM
Because they would devalue all others ships, take the missile onslaught for example, nothing can beat it reliably or even at all, dosn't matter what config or ship or you bring, what point would there be to use anything else aside from that to have fun for 10 minutes?

missiles do massive damage for no flux cost at all, and since they regen now, things just got crazy. you have 100% firepower and 100% defence at all times.
Title: Re: Want more ships specializing in missiles
Post by: Tartiflette on April 20, 2015, 02:45:16 AM
If you want to check for yourself, use the console and SS+ to get a fleet of 5 to 10 archers with pillums and ECCM. Nothing can stand against them.

And if both sides have them it's a Honnor Harrington's level of destruction in the first salvo, with maybe a couple of survivors and no way to counter it.
Title: Re: Want more ships specializing in missiles
Post by: whatdoesthisbuttondo on April 20, 2015, 05:36:30 AM
If you want to check for yourself, use the console and SS+ to get a fleet of 5 to 10 archers with pillums and ECCM. Nothing can stand against them.

I'll have to check it when I get home, but pretty sure that one of the ships I'm currently working on would utterly crush a fleet of 5 archers (as long as it's flown by the player).

Nimble enough to reliably outmaneuver the rather slowish pilums (and archers), with enough burst damage to wreck a destroyer in 2-3 attack runs. Going up 1v10 would probably be a stretch though, and 1v5 already being a bit of a Benny Hill performance.

More on topic, at its core this is probably an issue not so much with balance itself, but AI behaviour and the non-existance of fleet point defense strategies on a larger scope (like the area denial flak walls they had in modern BSG).
Title: Re: Want more ships specializing in missiles
Post by: CopperCoyote on April 20, 2015, 06:11:00 AM
The problem with missiles is they all can focus fire over each other. It's actually an issue with drones too but to a lesser extent and range, and with drones you only see it with modded ships. Anyway missiles can just pile more and more firepower onto the enemy, and the smallest amount of micromanaging means you can easily kill even named battleship bounties with enough pilums.

I'd like to have more ships with stronger missile focus anyway though. Perhaps have them use integrated missile weapons to prevent pilums being the king of everything.
Title: Re: Want more ships specializing in missiles
Post by: Blaze on April 20, 2015, 06:54:41 AM
Pilums are so slow - both in flight and refire rate - that I don't even bother using them at all; I use harpoons instead.

I think the issue isn't so much that missiles are overpowered as much as AI can't deal with missiles properly.

"What's that? A giant swarm of death is heading directly towards us? We should definitely deal wit- Oh look a frigate!"

A "panic mode" AI where they begin using any and all weapons to shoot down incoming missiles would make this a lot less effective; right now they just stand there and shoot with their small weapons that have too little range to bother.

In vanilla we only have CIWS options, where from a combat standpoint shooting down incoming missiles should be a method of last resort. Even in modern times we have things like Arrow intercept missiles and Anti-ICBMs.

In any case, the answer to specialized missile ships is specialized PD ships; both of which vanilla doesn't have.

Anywho, if you want to play with dedicated PD ships, SS+ has the archer, and then there are mods which have ships that aren't necessarily made for missile spam but are adept at it. Interstellar Imperium adds the ballista class of missiles, Diable Avionics has a lot of ships with universal slots, etc.

I personally prefer to use the Blackrock Silverfish-B for missiles spam. Its has enough OP for ECCM, 5 harpoon racks, and extended racks.
Title: Re: Want more ships specializing in missiles
Post by: Thaago on April 20, 2015, 07:27:36 AM
...

I think the issue isn't so much that missiles are overpowered as much as AI can't deal with missiles properly.

...

I will second this. Also, the AI does not have many variants that are geared towards missile defense.

I think that heavy missiles can be countered with a heavy PD loadout, but against a non heavy PD loadout its a slaughter.
Title: Re: Want more ships specializing in missiles
Post by: SafariJohn on April 20, 2015, 07:55:08 AM
I haven't tested it, but an Enforcer with two or three double flak ought to be able to destroy just about any number of Pilums.
Title: Re: Want more ships specializing in missiles
Post by: Unfolder on April 20, 2015, 08:03:12 AM
As a way to nerf missiles a little, maybe they can collide with each other? That way complete missile spam would be slightly disincentivized. Doesn't really make much sense given their guidance packages, but it might help. Kind of how like in EVE smart bombs will actually destroy each other if fired in too dense a volley.
Title: Re: Want more ships specializing in missiles
Post by: Serenitis on April 20, 2015, 11:23:27 AM
Pilums are so slow - both in flight and refire rate - that I don't even bother using them at all; I use harpoons instead.
They are now. But they got a severe speed nerf, at which point I swapped to Harpoons too.
Pilums used to be fun and generally okay in any situation small-scale but far too good large-scale. Now they're pointless and ignorable small-scale and mediocre and mostly ignorable large-scale.
The 'new' Pilums are just far too slow to be a threat to anything still capable of moving.

I haven't tested it, but an Enforcer with two or three double flak ought to be able to destroy just about any number of Pilums.
A pair of double flaks will absolutely eat any amount of pilums (or almost any missile really) pretty much as long as they have free power.
Proximity fuse + Area of effect + Fragmentation = Lots and lots of dead missiles.
Enforcer with DFs on the side mounts is the base of probably my favourite (and most used) ship build.

As a way to nerf missiles a little, maybe they can collide with each other? That way complete missile spam would be slightly disincentivized.
Then you'd have to make sure each missile in a volley fired from the same launcher (maybe the same ship) never crosses paths with any other - self negating ordnance would be just about the most obnoxiously irritating thing ever.
Title: Re: Want more ships specializing in missiles
Post by: Megas on April 20, 2015, 11:40:44 AM
Pilums are still good.  You cannot rely on them to damage things at a predictable time, but they are good at mauling ships that cannot defend themselves, like those who are pinned by overwhelming firepower from your Dominator or Onslaught or, if there is a large enough swarm of Pilums, any ship dumb enough to try to shield tank them all at once.

In earlier 0.6.5 releases, Pilums were faster, and with Missile Specialization, enough to replace Harpoons.  It made enemy flagships with Combat 10 so dangerous that if you did not kill them immediately, it was a matter of when, not if, your ships would die.

I do not use Harpoons bigger than the 1 OP single missile version.  They cost too much OP for too few shots that are unreliable, and they do not regenerate.
Title: Re: Want more ships specializing in missiles
Post by: Serenitis on April 20, 2015, 12:10:46 PM
<pilumchat continues>

...like those who are pinned by overwhelming firepower from your Dominator or Onslaught

If you're in a position to pin something with 'overwhelming firepower', then you don't need to fire missiles at it as well - it's already probably half dead (and shortly fully dead), and those missiles have an opportunity cost that might bite you later.

That being said the Pilum is supposed to be an LRM, as in Long Range. Something it is terrible at being because it is comically slow. Cruisers can out run the damn things now.
Yes. Massed Pilums were a big problem. But the 'fix' for that renders the missiles incapable of fulfilling their stated role and makes them significantly less fun/useful.
Their speed was fine previously, all they needed was a slightly 'fuzzier' guidance ability (and/or slightly slower turn rate) so they aren't so overwhelmingly awesome.

(Don't know why I insist on typing this stuff out when I can just change a number in a file. :D)


Title: Re: Want more ships specializing in missiles
Post by: Schwartz on April 20, 2015, 12:48:39 PM
SS+ with missile skill at 10 and Expanded Racks & ECCM Package makes Pilums a good bit more dangerous and the already dangerous Harpoon into something to be dreaded. I like putting 2 Harpoon Racks and 1 Ballista LRM Rack on my Archers, and fitting ECCM on a regenerating missile source like a Gemini with LRMs is also a good idea. OP, you should fire up the SS+ mod, it's got what you need.

I disagree that there shouldn't be ships who specialize in missiles. They're tons of fun, and you can saturate your enemy with them even without dedicated missile haulers. If you only use Wolves with 2 Expanded Racks Harpoon slots on them, you're looking at 10 Harpoons per frigate. In my current game, I have several of these, plus two Archer destroyers of which one got taken out a few battles ago. Missile spam is a great support, but it isn't everything and it's not going to win you impossible battles. That tactic still relies on the player and dedicated combat vessels to take down enemy ships, incapacitate or damage them enough for the slow-ish LRMs to even become a threat.

But as was noted, an Enforcer with 2 Flaks can pretty much hold out indefinitely against missile swarms. And everyone seems to use those and doesn't even consider them mainly a PD build! So again there's a bit of a balance gap.
Title: Re: Want more ships specializing in missiles
Post by: Megas on April 20, 2015, 01:25:11 PM
Quote
If you're in a position to pin something with 'overwhelming firepower', then you don't need to fire missiles at it as well - it's already probably half dead (and shortly fully dead), and those missiles have an opportunity cost that might bite you later.
Not always.  Sometimes, my ballistics simply raise flux, and then the Pilum swarm that was a second away from impact, does its job by turning a destroyer or cruiser from full health to low health or dead in an instant.  Pilums can speed things up in a long battle, when time is valuable.

Pilums are often fire-and-forget that can be left on autofire, except maybe for those with Fast Missile Racks.

Long range weapons means they have long range.  It does not mean they are effective.  Tachyon Lance is a joke, and player does not have all day to kite with it as in previous versions thanks to peak performance timer.
Title: Re: Want more ships specializing in missiles
Post by: SafariJohn on April 20, 2015, 02:11:42 PM
I'm thinking right now that 250 for Pilums was too high, but 125 is too slow. 125 means a Vigilance can outrun its own Pilums even without the 0-flux speed boost.
Title: Re: Want more ships specializing in missiles
Post by: Schwartz on April 20, 2015, 02:56:31 PM
Yes, right now they are too slow and their armor's thin as paper. I think a reasonable middle ground would be to up their speed a bit, make them better-armored but give the LRMs a slower rate of fire.
Title: Re: Want more ships specializing in missiles
Post by: Megas on April 20, 2015, 04:30:44 PM
Pilums fire slow already, and that will not hinder ships with Fast Missile Racks and/or fleet of many ships full of missiles.
Title: Re: Want more ships specializing in missiles
Post by: MesoTroniK on April 20, 2015, 04:46:03 PM
I'm thinking right now that 250 for Pilums was too high, but 125 is too slow. 125 means a Vigilance can outrun its own Pilums even without the 0-flux speed boost.

SS+ increased Pilum speed to 175 which feels nice in practice.
Title: Re: Want more ships specializing in missiles
Post by: Zibywan on April 21, 2015, 05:03:31 AM
I second upping pilum speed, and slashing their guidance system.

A fire support ship that's launching missile barrages from 1500-2000 distance units away still won't have to aim very precisely because the missiles have a long time to get on target. They would actually make it to the fight before the fight is over though.

This would also solve the "pilum cloud" problem some people are mentioning. Once the pilum misses it's intended target it MIGHT have enough juice to come back for a second pass, but will probably make a half turn and burn out.
Title: Re: Want more ships specializing in missiles
Post by: Unfolder on April 21, 2015, 11:25:00 AM
Piliums are just a pain in the butt to balance aren't they...haha
Title: Re: Want more ships specializing in missiles
Post by: DeltaV_11.2 on April 22, 2015, 11:43:57 AM
If you want to check for yourself, use the console and SS+ to get a fleet of 5 to 10 archers with pillums and ECCM. Nothing can stand against them.

And if both sides have them it's a Honnor Harrington's level of destruction in the first salvo, with maybe a couple of survivors and no way to counter it.
Specialized missile ships should be compared against specialized PD ships. Paragon with Guardian PD and a pile of PD lasers? Astral with a horde of fighters? As other people have commented, Enforcers with flak guns?
Title: Re: Want more ships specializing in missiles
Post by: Tartiflette on April 22, 2015, 02:14:58 PM
Err no? It should be compared against average ships of the same class. A ship able to kill any ships that don't have a loadout specifically tuned to counter it is the definition of overpowered. And even if you do find a loadout that can survive your missile ship, if it can't counter attack it's useless.
Title: Re: Want more ships specializing in missiles
Post by: Morrokain on April 22, 2015, 02:20:36 PM
Well when my mod is finally released (need the new features and plenty of time to add content so it may be a while lol) there will be missile specialized ships that can only equip missiles. But that's because I have changed missiles to be more versatile and work differently than Vanilla and the variants and weapons are much better at dealing with them en masse.

They are now sort of like a 3rd weapon option along with ballistic and energy weapons. They have their strengths and drawbacks.
Title: Re: Want more ships specializing in missiles
Post by: Sproginator on April 22, 2015, 02:54:17 PM
Well when my mod is finally released (need the new features and plenty of time to add content so it may be a while lol) there will be missile specialized ships that can only equip missiles. But that's because I have changed missiles to be more versatile and work differently than Vanilla and the variants and weapons are much better at dealing with them en masse.

They are now sort of like a 3rd weapon option along with ballistic and energy weapons. They have their strengths and drawbacks.

I'm intrigued, mod link?
Title: Re: Want more ships specializing in missiles
Post by: whatdoesthisbuttondo on April 22, 2015, 03:12:45 PM
Err no? It should be compared against average ships of the same class.

Still, they should be compared on a one against one basis. If we do, there are a bunch of destroyers (and frigates even if flown well) that can deal with the Archer quite nicely without being gimped with a specific counter-fit.

They do scale better than most destroyers once you increase their numbers though, as they don't block each others attack vectors like brawlers do.
Title: Re: Want more ships specializing in missiles
Post by: Aeson on April 22, 2015, 03:41:37 PM
Err no? It should be compared against average ships of the same class.

Still, they should be compared on a one against one basis. If we do, there are a bunch of destroyers (and frigates even if flown well) that can deal with the Archer quite nicely without being gimped with a specific counter-fit.

They do scale better than most destroyers once you increase their numbers though, as they don't block each others attack vectors like brawlers do.
One on one performance is a very, very poor way of determining balance between two things, especially when at least one of those things is intended to be used en mass rather than singly or as a small component of the fleet. If you're going to introduce ships with an armament which consists primarily of missiles, you need to worry about what a fleet of those ships can do to an 'average' opposing fleet, not just about what one of those ships can do to a single opponent. A single missile ship tends not to be all that scary, unless we're talking about the arsenal Onslaught or something like that. Get a bunch of them together, though, and it becomes a much different story.
Title: Re: Want more ships specializing in missiles
Post by: Tartiflette on April 22, 2015, 04:15:50 PM
I should add that I have two missile specialized ships in Scy, but I had to give them huge drawbacks to keep them in line. And still, one of them is still a bit on the OP side. In my case it's the absence of non missile weapon (save 1-2 small slots for PD depending on witch ship), a 40% CR cost per deployment and a slow CR recovery. I think they are balanced when equipped with Scy missiles, but with pillums and ECCM it's not the case.
The point being: you can make a missile ship balanced, it just won't be a super fun/useful ship in the end.
Title: Re: Want more ships specializing in missiles
Post by: whatdoesthisbuttondo on April 22, 2015, 05:19:17 PM
One on one performance is a very, very poor way of determining balance between two things, especially when at least one of those things is intended to be used en mass rather than singly or as a small component of the fleet.

With the mechanics that are currently in place, missiles will always scale way better than any other weapon type because they exist in 3d-space while other weapons exist in 2d-space. The same holds true for other massive alpha damage weapons against steady dps types btw.

I'm honestly not convinced by the argument that they're supposed to be used exclusively in packs of 10 and more, in fact they scale up quite well in small fleet engagements of 5v5 and they do behave there.
Title: Re: Want more ships specializing in missiles
Post by: DeltaV_11.2 on April 22, 2015, 05:33:17 PM
Err no? It should be compared against average ships of the same class. A ship able to kill any ships that don't have a loadout specifically tuned to counter it is the definition of overpowered. And even if you do find a loadout that can survive your missile ship, if it can't counter attack it's useless.
Specialists will generally overpower generalists if they're allowed to stay in their specialization. Otherwise, specializing would have no rewards. If you're mounting(or a hull is such that it's only possible to mount) only long-range missiles and hull mods that buff them, then by all rights you should overpower a fleet that doesn't have a counter to that. The danger is that a fleet that does have counters available to it will wipe the floor with you. A missile heavy fleet pays for the better range of missiles in that if its opponent has sufficient PD coverage, the missile fleet's firepower is neutered.

Say Omens + Astral + Bombers/Attack Fighters. The Omens are fairly safe against missile fire and can draw fire away from or cover the Astral, while the fighters can't be hit by the missile fleet almost at all and should be able to wreck the launching ships. What's better is that this fleet is more broadly applicable- it's basically a typical TT carrier fleet, and can fight plenty of things other than missile fleets.

EDIT: Went and tried it with a Paragon. 1 Paragon can take around 15-18 pilums worth of missiles and remain flux-neutral(w/o fort shield). The PD will shoot down up to around 12 launchers worth. So a ship needs to have more than 1 med missile launcher per 1.5 DP before it starts to become capable of killing the Paragon with missiles. No, the Paragon isn't using all PD weapons- still has 4 heavy blasters and 2 Autopulse Lasers.
Title: Re: Want more ships specializing in missiles
Post by: Unfolder on April 22, 2015, 08:49:44 PM
Unrelated, but, I would like to again raise the point that all missiles should regenerate (hue hue hue)

Or at least harpoons. It seems especially apparent in SS+, when things like grapeshot regenerate but harpoons don't. Grapeshot is crazy deadly against larger ships when used properly, basically behaves like a burst regenerating reaper at point blank; try sticking two grapeshots on the end of the shadowyards destroyer and ramming enemy destroyers...POP
Title: Re: Want more ships specializing in missiles
Post by: Hari Seldon on April 25, 2015, 06:25:37 AM
I think that the game could handle a missile ship.  For example, the missile ship could have lots of missiles and good PD but pretty much no other weapons or weak shields/armor, so if you get in close range to it you can kill it no problem.  So long as you dodge or shoot down its missiles you could get into close range.  But what if they have lots of missile ships so they have too many missiles to handle?  Maybe bombers could kill them because missiles do not target strike craft.
Title: Re: Want more ships specializing in missiles
Post by: SafariJohn on April 25, 2015, 06:45:05 AM
Maybe bombers could kill them because missiles do not target strike craft.

Missiles target fighters.
Title: Re: Want more ships specializing in missiles
Post by: Linnis on April 25, 2015, 09:29:30 AM
New ship ability: Reload missile ammo.
 8)
Title: Re: Want more ships specializing in missiles
Post by: Thaago on April 25, 2015, 10:12:28 AM
I think that the game could handle a missile ship.  For example, the missile ship could have lots of missiles and good PD but pretty much no other weapons or weak shields/armor, so if you get in close range to it you can kill it no problem.  So long as you dodge or shoot down its missiles you could get into close range.  But what if they have lots of missile ships so they have too many missiles to handle?  Maybe bombers could kill them because missiles do not target strike craft.

Got me thinking: Because missiles are 0 flux weapons, any ship that uses them as primary armament should have absolute crap for flux statistics to be balanced. Otherwise, ignore PD and put on assault weapons in the small slots and have a super ship. If they have crap flux stats, then they are vulnerable to any direct fire ship that has excellent PD or high speed.

I think the game can handle missile ships just fine. What it can't handle are long range spam missiles that lack serious drawbacks, missiles that raise flux when they don't hit the shields, and missile ships that have enough flux statistics to ALSO be gunships.
Title: Re: Want more ships specializing in missiles
Post by: Megas on April 25, 2015, 10:27:14 AM
Quote
Got me thinking: Because missiles are 0 flux weapons, any ship that uses them as primary armament should have absolute crap for flux statistics to be balanced.
That motivated me for trying an all Atropos configuration on the Mercury a year or so ago, before 0.65.  If I do not have enough OP to turn the Mercury into a IR Pulse Laser gunship, and I will run out of ammo for ballistics, I might as well use missiles, and Atropos Mercury was cheap but effective flagship.  Required max Missile Specialization (for Atropos to be fast enough) to work, but it killed a few ships quickly for only 0.5 Logistics and 3 FP - not bad for a cheap, disposable ship.
Title: Re: Want more ships specializing in missiles
Post by: CopperCoyote on April 25, 2015, 12:21:56 PM
Maybe bombers could kill them because missiles do not target strike craft.

Missiles target fighters.

I use missiles to ruin fighters frequently, but for some reason the AI wont fire non-swarmers at incoming fighters intentionally. For non-regenerating missiles this is probably good, but salamanders and pilums are good candidates to stop fighters from filling your flux. The missiles will however target them if their first target dies before they hit.


I'd like more missile ships in the game. I usually gravitate towards ships that have lots of missile mounts because I really like the missiles in this game. I guess the biggest reason not to is due to pilum spam, but is that the only case against it? What if we had other missiles spammed? I haven't fought the testing onslaught with all the harpoons. Is it tougher than a regular onslaught?

In the JunkPirates mod there is a little frigate that has 2 medium mounts called the hammer. It has very bad stats though and dies like flies to a bored cat. If i load it up with pilums and keep it out of the fray i do fantastically, but if i give it harpoons or salamanders it's like a risky vigilance. If i give it anihilators it ends up not firing because faster ships block its shots. I never did manage to get enough of them to make a good test of spamming other flavors of missiles, but i'm not sure it'd be problematic.
Title: Re: Want more ships specializing in missiles
Post by: Megas on April 25, 2015, 01:01:01 PM
Harpoon swarm will devastate a ship targeted for elimination... up to three times.  After that, you are spent.  If I plan to do that, I much rather use Reapers or Annihilators (more bang for buck) or Pilums (which are slower, but have more shots and regenerate).
Title: Re: Want more ships specializing in missiles
Post by: GUNINANRUNIN on April 26, 2015, 11:59:07 PM
Considering how missiles have a lot of advantages that are difficult to negate, from an in-universe standpoint, you'd think combat would center around missile boats defended by PD frigates, somewhat like IRL surface navies.
Title: Re: Want more ships specializing in missiles
Post by: Zibywan on April 27, 2015, 02:12:30 AM
I've been playing around with pilum stats for a few days now, just to see if I could find a something that felt right to me. After 15 or 20 minor alterations I've ended up with this...

In weapon_data.csv
Damage: 450
Projectile Speed: 250 (hurricane MIRV main missile speed)
Launch Speed: 50
Flight time: 25
Hit Points: 120

In type_1_lrm.proj
turnAcc: 15
turnRate: 30
acc: 70
dec:60

Every other stat remains the same (granted that changed most of them)

These pilums are faster, less accurate, slightly lower dps, don't clump up so horribly, and work great for long range support ships. It gives them a presence on the field right off the bat.

They usually only get 1 or 2 chances to hit an enemy ship instead of following them around like ducklings, and can no longer be effectively used at assault ranges (unless you aim really really well).

They are a credible threat to any size ship, but can be easily dodged by a frigate, can be evaded by most destroyers, and fast cruisers can sometimes scooch out of the way.

I find these stats for pilums highly appealing, both for my ships and the ones I fight against.
Title: Re: Want more ships specializing in missiles
Post by: Sproginator on April 27, 2015, 01:08:29 PM
I've been playing around with pilum stats for a few days now, just to see if I could find a something that felt right to me. After 15 or 20 minor alterations I've ended up with this...

In weapon_data.csv
Damage: 450
Projectile Speed: 250 (hurricane MIRV main missile speed)
Launch Speed: 50
Flight time: 25
Hit Points: 120

In type_1_lrm.proj
turnAcc: 15
turnRate: 30
acc: 70
dec:60

Every other stat remains the same (granted that changed most of them)

These pilums are faster, less accurate, slightly lower dps, don't clump up so horribly, and work great for long range support ships. It gives them a presence on the field right off the bat.

They usually only get 1 or 2 chances to hit an enemy ship instead of following them around like ducklings, and can no longer be effectively used at assault ranges (unless you aim really really well).

They are a credible threat to any size ship, but can be easily dodged by a frigate, can be evaded by most destroyers, and fast cruisers can sometimes scooch out of the way.

I find these stats for pilums highly appealing, both for my ships and the ones I fight against.

Shall try this later :)
Title: Re: Want more ships specializing in missiles
Post by: SafariJohn on April 28, 2015, 08:58:44 AM
Tested this modded Pilum with a large simulator battle using my good ol' Pilum based fleet.

I feel 25 flight time is too short. Combined with the low acceleration, max range is 6000 or less.

What's your logic for the 10% reduction in damage and 4% reduction in health?
Title: Re: Want more ships specializing in missiles
Post by: Zibywan on April 28, 2015, 11:06:25 AM
Quote
What's your logic for the 10% reduction in damage and 4% reduction in health?

With the speed boost it's not always easy to shoot them down, especially for the energy based ships. 3 or 4 pilums could spell doom for weaker armour ships, so it gives low damage PD on un-upgraded (read computer controlled) ships a chance to shoot them down.

Quote
I feel 25 flight time is too short. Combined with the low acceleration, max range is 6000 or less.

This was intentional. It gives enough range for support ships to participate, but also makes it so the missiles only get one or two chances to hit their intended target instead of lingering on the board for ages and turning into a "pilum death cloud".

So many edits. The dyslexia keeps winning.
Title: Re: Want more ships specializing in missiles
Post by: SafariJohn on April 28, 2015, 11:24:05 AM
I think 30 seconds flight time would be better. In the single test I did I noticed several Pilums running out of fuel about 2 to 4 seconds before they would have hit their target (on a straight run). It was just slightly too far for them to actually hit despite not being that far away.

Heavily reminded me of the feeling I got when Alex changed the Pilum's speed without adjusting their flight time.
Spoiler
The feeling of getting hit by one's own Pilums.
[close]
Title: Re: Want more ships specializing in missiles
Post by: Morrokain on May 12, 2015, 02:11:39 PM
Well when my mod is finally released (need the new features and plenty of time to add content so it may be a while lol) there will be missile specialized ships that can only equip missiles. But that's because I have changed missiles to be more versatile and work differently than Vanilla and the variants and weapons are much better at dealing with them en masse.

They are now sort of like a 3rd weapon option along with ballistic and energy weapons. They have their strengths and drawbacks.

I'm intrigued, mod link?

So sorry didn't see this until now!   :-[ As far as the mod goes its a WIP and doesnt have a forum post yet (unless you count an ancient, poor quality outdated one that doesn't look at all like the current one im working on deep in the mods forums back in 2013.. eheh.. sigh).

I am planning on releasing a few teasers when I get the the mechanics nailed down a bit more and have time to record some gameplay footage. I am actually pretty excited about it. It completely changes many current combat mechanics and emphasizes a little more tactical strategy in combat rather than just player ship control.

For couple examples:

Weapons are much smaller and more numerous and have different roles and strengths. This along with smaller and numerous fighters give a different sense of scale to the ships. Almost every ship in the game has had a sprite overhaul to accommodate either a new role or more weapons. Factions have specific play styles to them based upon what tech of ships and weapon types they use and eventually will fly around with the same types of ships unless market conditions change what they can afford.

The flux mechanic no longer exists in the same way and shields are a second health pool that can be "healed" quickly (venting) very slowly (lowering shields) and modifiable by all the relevant upgrades. Almost all weapons but some very powerful energy ones and LR missiles no longer generate flux.

Ships are much much slower in combat and rely on the 0-flux speed boost to move around. So raising shields or using long range weapons (which usually generate at least some flux) will slow a ship drastically. So kiting is more difficult and nay buoys are much more important especially in nebulae. Only frigates retain the ability to dart in fire some weapons and dart out. When larger ships engage it is usually difficult to disengage. You must choose where and when to engage carefully as most of the time disengaging is not an option and you will take critical damage.

Fighters are very very fast and can (and do) dart in and out dodging capital fire to disable weapon and engine hardpoints on ships without shields raised. Most ships above a frigate (and even some designated "light carriers" that are friagtes) support fighters while carriers can support far more than usual and are armed with long range weaponry.

There is a ton more but I'll stop there. Once I have the balance I will release the revamped missions which will let players take a look at the weaponry and ships and the missions will teach the basics of combat and the new tactics that will be required.  ;D